Magical wand and interactive play experience

ABSTRACT

The invention provides a unique interactive play experience carried out utilizing a toy “wand” and/or other actuation/tracking device. In one embodiment the wand incorporates a wireless transmitter and motion-sensitive circuitry adapted to actuate the transmitter in response to particular learned wand motions. The wand allows play participants to electronically and “magically” interact with their surrounding play environment simply by pointing, touching and/or using their wands in a particular manner to achieve desired goals or produce desired effects. Various wireless receivers or actuators are distributed throughout the play facility to support such wireless interaction and to facilitate full immersion in a fantasy experience in which participants can enjoy the realistic illusion of practicing, performing and mastering “real” magic.

RELATED APPLICATIONS

The present application is a continuation-in-part of and claims prioritybenefit under 35 U.S.C. § 120 to U.S. patent application Ser. No.10/397,054, filed Mar. 25, 2003, which is a continuation of and claimspriority under 35 U.S.C. § 120 to U.S. patent application Ser. No.09/792,282, filed Feb. 22, 2001, which claims priority under 35 U.S.C. §119(e) to U.S. Provisional Application No. 60/184,128, filed Feb. 22,2000, the entire disclosures of which are hereby incorporated herein byreference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to children's games and, inparticular, to magic wands and interactive games and play systemsutilizing wireless transponders and receivers for providing a magicalinteractive play experience.

2. Description of the Related Art

Games, toys, play structures and other similar entertainment systems arewell known for providing play and interaction among children and adults.A variety of commercially available play toys and games are also knownfor providing valuable learning and entertainment opportunities forchildren, such as role playing, reading, memory stimulation, tactilecoordination and the like.

Magic and wizardry are classic play themes that continue to captureimaginations and entertain new generations of children and adults like.Magic and the seemingly limitless possibilities of fun and excitingthings brought to life through magic challenge children's imaginations,creativity and social interactivity.

While there are many games and toys that specifically target magic andwizardry as a central play theme, most offer only a superficiallyengaging play experience, particularly for older children. Very fewoffer a fully immersive play experience that allows participants tocarry out and immerse themselves in a realistic fantasy experience ofpracticing, performing and mastering “real” magic. In any event, thereis always demand for more exciting and entertaining games and toys thatincrease learning and entertainment opportunities for children andstimulate creativity and imagination.

SUMMARY OF THE INVENTION

Embodiments of the present invention provide a unique play experiencecarried out utilizing an interactive “wand” and/or other seeminglymagical actuation/tracking device. The wand or other actuation deviceallows play participants to electronically and “magically” interact withtheir surrounding play environment(s), thereby giving play participantsthe realistic illusion of practicing, performing and mastering “real”magic.

The play environment may either be real or imaginary (i.e., computer/TVgenerated), and either local or remote, as desired. Optionally, multipleplay participants, each provided with a suitable “wand” and/or otheractuation/tracking device, may play and interact together, either withinor outside one or more compatible play environments, to achieve desiredgoals, master certain magical spells and/or produce desired seeminglymagical effects within the play environment.

In accordance with one embodiment the present invention provides a toywand or other seemingly magical object which provides a basic foundationfor a complex, interactive entertainment system to create a seeminglymagic interactive play experience for play participants who possess andlearn to use the magical wand toy.

In accordance with another embodiment the present invention provides a“magic” training facility wherein play participants can select and/orbuild and then learn to use a “real” magic wand. The wand allows playparticipants to electronically and “magically” interact with theirsurrounding play environment simply by pointing, touching or using theirwands in a particular manner to achieve desired goals or produce desiredeffects within the play environment. Various wireless receivers oractuators are distributed throughout the play facility to facilitatesuch interaction and to facilitate full immersion in the fantasy ofpracticing, performing and mastering “real” magic.

In accordance with another embodiment the present invention provides awand actuator device for actuating interactive various play effectswithin a compatible play environment. The wand comprises an elongatedhollow pipe or tube having a proximal end or handle portion and a distalend or transmitting portion. An internal cavity may be provided toreceive one or more batteries to power optional lighting, laser or soundeffects and/or to power long-range transmissions such as via an infraredLED transmitter device or RF transmitter device. The distal end of thewand may be fitted with an RFID (radio frequency identification device)transponder that is operable to provide relatively short-range RFcommunications (<60 cm) with one or more receivers or transceiversdistributed throughout a play environment. A magnetic tip may also beprovided for actuating various effects via one or more magneticallyoperated reed switches. The handle portion of the wand may be fittedwith an ornamental knob that is selected by play participants from anavailable assortment. Knobs may be fitted with an optional rotary switchthat may be selectably rotated to indicate different spells, commands orcombinations of spells and commands for activating or controllingvarious associated special effects.

In accordance with another embodiment the present invention provides awand having an RFID transponder or tag. The transponder contains certainelectronics comprising a radio frequency tag pre-programmed with aunique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual play participants and/or wands within theplay facility. Optionally, each tag may also include a unique groupidentifier number (“UGIN”), which may be used to match a defined groupof individuals having a predetermined relationship. The RFID transponderor other identifying device is preferably used to store certaininformation identifying each play participant and/or describing certainpowers or abilities possessed by an imaginary role-play character.Players advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like. All of this information is preferably stored on the RFIDtransponder and/or an associated database indexed by UPIN so that thecharacter attributes may be easily and conveniently transported to othersimilarly-equipped play facilities, computer games, video games, homegame consoles, hand-held game units, and the like. In this manner, animaginary role-play character is created and stored on a transponderdevice that is able to seamlessly transcend from one play environment tothe next.

For purposes of summarizing the invention and the advantages achievedover the prior art, certain objects and advantages of the invention havebeen described herein above. Of course, it is to be understood that notnecessarily all such objects or advantages may be achieved in accordancewith any particular embodiment of the invention. Thus, for example,those skilled in the art will recognize that the invention may beembodied or carried out in a manner that achieves or optimizes oneadvantage or group of advantages as taught herein without necessarilyachieving other objects or advantages as may be taught or suggestedherein.

All of these embodiments are intended to be within the scope of theinvention herein disclosed. These and other embodiments of the presentinvention will become readily apparent to those skilled in the art fromthe following detailed description of the preferred embodiments havingreference to the attached figures, the invention not being limited toany particular preferred embodiment(s) disclosed.

BRIEF DESCRIPTION OF THE DRAWINGS

Having thus summarized the general nature of the invention and itsessential features and advantages, certain preferred embodiments andmodifications thereof will become apparent to those skilled in the artfrom the detailed description herein having reference to the figuresthat follow, of which:

FIG. 1 is a schematic illustration of one embodiment of an interactivewand toy having features and advantages in accordance with the presentinvention;

FIGS. 2A and 2B are schematic illustrations of a mercury tilt switch foruse in accordance with one embodiment of the present invention and beingshown in the OFF and ON conditions, respectively;

FIGS. 3A and 3B are schematic illustrations of a micro-ball tilt switch(normally closed configuration) for use in accordance with oneembodiment of the present invention and being shown in the ON and OFFconditions, respectively;

FIGS. 4A and 4B are schematic illustrations of a micro-ball tilt switch(normally open configuration) for use in accordance with one embodimentof the present invention and being shown in the ON and OFF conditions,respectively;

FIGS. 5A and 5B are schematic illustrations of the interactive wand toyof FIG. 1 in upward and downward orientations, respectively;

FIG. 6 is a partial perspective view of a user waiving the interactivewand toy of FIG. 1 in such a way to produce actuation thereof;

FIG. 7 is a schematic illustration of an alternative embodiment of aninteractive wand toy including an optional RF/IR module and havingfeatures and advantages in accordance with the present invention;

FIG. 8 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional magnetic inductanceenergy source having features and advantages in accordance with thepresent invention;

FIG. 9 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional piezo generator energysource having features and advantages in accordance with the presentinvention;

FIG. 10 is a schematic illustration of a piezo armature for use in apiezo generator having features and advantages in accordance with thepresent invention;

FIG. 11 is a schematic circuit diagram of the piezo generator and powersupply of FIG. 9 having features and advantages in accordance with thepresent invention;

FIG. 12 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder having features and advantages in accordance with thepresent invention;

FIG. 13 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder having features and advantages in accordance with thepresent invention;

FIG. 14A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional orientation sensors havingfeatures and advantages in accordance with the present invention;

FIG. 14B is a detail transverse cross-sectional view of the handleportion of the interactive wand toy of FIG. 14A, illustrating thepreferred placement and orientation of the optional orientation sensorsand having features and advantages in accordance with the presentinvention;

FIG. 15A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional rotary switch havingfeatures and advantages in accordance with the present invention;

FIG. 15B is a detail transverse cross-sectional view of the handleportion of the interactive wand toy of FIG. 15A illustrating onepreferred embodiment of a rotary switch having features and advantagesin accordance with the present invention;

FIG. 15C is a partial perspective view of a user rotating the knob ofthe interactive wand toy of FIG. 15A in such a way to produce a desiredwand operation or effect;

FIG. 15D is a detail view of the handle portion and rotatable knob ofthe interactive wand toy of FIGS. 15A and 15B;

FIG. 16A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional touch sensor elementshaving features and advantages in accordance with the present invention;

FIG. 16B is a detail view of one embodiment of a touch sensor element ofFIG. 16A having features and advantages in accordance with the presentinvention;

FIG. 16C is a partial perspective view of a user operating thetouch-sensor-enabled interactive wand toy of FIG. 15A in such a way toproduce a desired wand operation of effect;

FIG. 16D is a detail view of the handle portion and touch sensor contactelements of the interactive wand toy of FIGS. 16A and 16C;

FIGS. 17A-17B are time-sequenced illustrations of one embodiment of awand-actuated effect using the interactive wand toy of FIG. 16 withoptional magnetic tip and a magnetic reed switch having features andadvantages in accordance with the present invention;

FIG. 17C is an alternative embodiment of a wand-actuated effect usingthe interactive wand toy of FIG. 16 with optional magnetic tip, amagnetic reed switch and an optional RF/IR receiver having features andadvantages in accordance with the present invention;

FIGS. 18A and 18B are schematic illustrations showing one preferredmethod for fabricating, assembling and finishing an interactive wand toyhaving features and advantages in accordance with the present invention;

FIGS. 19A-19P are schematic illustrations showing various possibleconstructions, configurations and finishes of interactive wand toyshaving features and advantages in accordance with the present invention;

FIGS. 20A and 20B are schematic illustrations showing two alternativepreferred embodiments of an RFID-enabled wand toy having features andadvantages in accordance with the present invention;

FIGS. 20C and 20D are front and back views, respectively, of a preferredembodiment of an RFID-enabled trading card having features andadvantages in accordance with the present invention;

FIGS. 20E and 20F are front and back views, respectively, of a preferredembodiment of an RFID-enabled key chain trinket having features andadvantages in accordance with the present invention;

FIG. 21A is a partial cross-section detail view of the distal end of theinteractive wand toy of FIG. 1, illustrating the provision of an RFIDtransponder device therein;

FIG. 21B is a schematic illustration of an RFID read/write unit for usewith the interactive wand toy of FIG. 1 having features and advantagesin accordance with the present invention;

FIG. 21C is a simplified circuit schematic of the RFID read/write unitof FIG. 21B having features and advantages in accordance with thepresent invention;

FIG. 22A is a simplified schematic block diagram of an RF transmittermodule adapted for use in accordance with one preferred embodiment ofthe present invention;

FIG. 22B is a simplified schematic block diagram of an IR transmittermodule adapted for use in accordance with one preferred embodiment ofthe present invention;

FIG. 23A is a simplified schematic block diagram of an RF receivermodule and controller adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 23B is a simplified schematic block diagram of an RF receivermodule and controller adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 24 is a simplified schematic diagram of an alternative embodimentof a portion of the RF receiver module of FIG. 23A adapted for use inaccordance with one preferred embodiment of the present invention;

FIG. 25 is a detailed electrical circuit schematic of the RF transmittermodule of FIG. 22A adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 26 is a detailed electrical circuit schematic of the RF receivermodule of FIG. 23A adapted for use in accordance with one preferredembodiment of the present invention;

FIG. 27 is a simplified illustration of an interactive play systemusable with light-activation in accordance with one preferred embodimentof the present invention;

FIG. 27A is a simplified illustration of another embodiment aninteractive play system usable with light-activation;

FIG. 28 is a perspective illustration of one preferred embodiment of awand-actuated play effect comprising a player piano controlled at leastin part by the output of an RF receiver and/or magnetic reed switchhaving features and advantages in accordance with the present invention;

FIG. 29 is a perspective illustration of another preferred embodiment ofa wand-actuated play effect comprising bookshelves with simulatedlevitating books controlled at least in part by the output of an RFreceiver and/or magnetic reed switch having features and advantages inaccordance with the present invention;

FIG. 30 is a perspective illustration of another preferred embodiment ofa wand-actuated play effect comprising a water fountain effectcontrolled at least in part by the output of an RF receiver and/ormagnetic reed switch having features and advantages in accordance withthe present invention;

FIGS. 31A and 31B are time-sequenced perspective views of a magictraining center comprising various wand-actuated play effects controlledat least in part by the output of one or more RF receivers and/ormagnetic reed switches having features and advantages in accordance withthe present invention;

FIG. 32A is a perspective illustration of one preferred embodiment of awand-actuated game comprising a grid of lighted squares that arecontrolled at least in part by one or more RF receivers and/or magneticreed switches having features and advantages in accordance with thepresent invention; and

FIGS. 32B-32D are time-sequenced top plan views of the wand-actuatedgame of FIG. 32A, illustrating the preferred operation thereof andhaving features and advantages in accordance with the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

For convenience of description and for better clarity and understandingof the invention similar elements to those previously described may beidentified with similar or identical reference numerals. However, notall such elements in all embodiments are necessarily identical as theremay be differences that become clear when read and understood in thecontext of each particular disclosed preferred embodiment.

Interactive Wand

A wand is provided that allows play participants to electronically and“magically” interact with their surrounding play environment simply bypointing or using their wands in a particular manner to achieve desiredgoals or produce desired effects within the play environment. Use of thewand may be as simple as touching it to a particular surface or“magical” item within a suitably configured play environment or it maybe as complex as shaking or twisting the wand a predetermined number oftimes in a particular manner and/or pointing it accurately at a certaintarget desired to be “magically” transformed or otherwise affected.

For example, various wand-compatible receivers may be distributedthroughout a play facility that will allow wand users to activatevarious associated play effects and/or to play a game using the wand. Asplay participants play and interact within each play environment theylearn more about the “magical” powers possessed by the wand and becomemore adept at using the wand within various game contexts to achievedesired goals or desired play effects. Optionally, play participants maycollect points or earn additional magic levels or ranks for each playeffect or task they successfully achieve. In this manner, playparticipants may compete with one another to see who can score morepoints and/or achieve the highest magic level.

FIG. 1 illustrates the basic construction of one preferred embodiment ofan interactive “magic” wand toy 100 having features and advantages inaccordance with the present invention. While a magic wand isspecifically contemplated and described herein as the most preferredembodiment of the invention, those skilled in the art will readilyappreciate from the disclosure herein that the invention is not limitedto wands, but may be carried using any number or variety of otherobjects and toys for which it may be desirable to imbue special “magic”powers or other functionalities described herein. Other suitable magicalobjects and toys may include, for example and without limitation,ordinary sticks, tree branches, flowers, swords, staffs, scepters,whips, paddles, numb chucks, cricket bats, baseball bats, varioussporting balls, brooms, feather dusters, paint brushes, wooden spoons,chop sticks, pens, pencils, crayons, umbrellas, walking canes, candycanes, candle sticks, candles, tapers, musical instruments (e.g.,flutes, recorders, drum sticks), books, diaries, flashlights,telescopes, kaleidoscopes, laser pointers, ropes, tassels, gloves,coats, hats, shoes and other clothing items, fishing rods and simulatedfishing rods, dolls, action figures, stuffed animals, rings, braceletsnecklaces and other jewelry items, key chain trinkets, lighters, rocks,crystals, crystal balls, prisms, and various simulated play objects suchas apples, arranges, bananas, carrots, celery and otherfruits/vegetables. However, magic wands are particularly preferredbecause they are highly versatile, can transcend a wide variety ofdifferent play themes and play environments, and wands can be customizedand personalized in their fabrication, assembly and finish as will bedescribed herein in more detail.

As illustrated in FIG. 1, the wand 100 essentially comprises anelongated hollow pipe or tube 110 having a proximal end 112 and a distalend 114. An internal cavity 116 is preferably provided to receive andsafely house various circuitry for activating and operating the wand andvarious wand-controlled effects (described later). Batteries, optionallighting, laser or sound effects and/or the like may also be providedand housed within cavity 116, if desired, as will be described in moredetail later. While a hollow metal or plastic tube 110 is preferred, itwill be appreciated that virtually any other mechanical structure orhousing may be used to support and contain the various components andparts described herein, including integrally molded or encapsulatedcontainment structures such as epoxy resins and the like. If a metaltube is selected, care must be taken to ensure that it does not undulyinterfere with any of the magnetic, RFID or RF/IR devices describedherein. Thus, for example, any RF antennas should preferably be mountednear or adjacent an end opening and/or other opening of the tube 110 toensure adequate operating range and desired directionality.

The proximal end 112 of tube 110 is preferably adapted to secure thetube 110 to an optional handle 120. The handle 120 may further includesecurement means, such as threaded stud 121, snap latches, matingmagnets or the like, for receiving and securing an optional decorativeknob 123. For example, knobs 123 may be purchased, selected and/orearned by play participants as they advance in a game and/or when theyplay different games. The distal end 114 of the wand is preferablyfitted with an RFID (radio frequency identification) transponder or tag118 that is operable to provide relatively short-range RF communications(less than about 200 cm) using one or more RFID reader units orreader/writer units, described in more detail later. The transponder 118contains certain electronics comprising a radio frequency tagpre-programmed with a unique person identifier number (“UPIN”). The UPINmay be used to identify and track individual wands and/or playparticipants. Optionally, each tag may also include a unique groupidentifier number (“UGIN”) which may be used to match a defined group ofindividuals having a predetermined or desired relationship.

The RFID transponder is preferably used to store certain informationidentifying each play participant and/or describing certain powers orabilities possessed by an imaginary role-play character. For example,players may advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like., based on game play, skill-level and/or the purchase ofcollateral play objects. Some or all of this information is preferablystored on the RFID transponder 118 so that the character attributes maybe easily and conveniently transported to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. Alternatively, only the UPIN and/or UGIN are storedon the transponder 118 and all other desired information is stored on acomputer-accessible database indexed by UPIN and/or UGIN.

Operation of the transponder 118 (and/or other wireless communicationdevices described later) is preferably controlled by internal activationcircuitry 115 comprising, in the particular embodiment illustrated, apair of series-connected mercury tilt sensors 122 and 124 (representedin the corresponding schematic diagram as switches S1 and S2,respectively). As illustrated in FIGS. 2A and 2B each mercury tiltsensor 122, 124 comprises a sealed, evacuated glass bulb 130 withinwhich is contained a small ball of liquid mercury. A pair of electricalleads 134 extends through the glass bulb 130 at the sealed end thereofand form closely spaced contacts 136. In one orientation (e.g., FIG. 2B)the ball of mercury 132 is drawn by gravity to cover or envelope thecontacts 136, thus completing the electrical circuit and closing theswitch S1/S2 (ON state). In all other orientations (e.g., FIG. 2A) theball of mercury 132 does not contact or envelope both contacts 136 and,thus, the circuit remains open (OFF state). The particular orientationand tilt angle required to trigger either ON or OFF conditions willdepend on the size of the glass bulb 130, amount of contained mercury132 and the size and spacing of contacts 136. If mercury sensors areused, preferably they are encased in a metal and/or epoxy jacket so asto ensure against breakage and possible health and environmentalhazards. Preferably, each mercury sensor is encased in epoxy within asealed stainless steel ferule.

Alternatively, one or more micro-ball tilt sensors 136 or 138 may beused instead of or in addition to mercury switches 122, 124. Forexample, FIGS. 3A and 3B are schematic illustrations of a micro-balltilt switch 136 (normally closed configuration) that may be adapted foruse in accordance with an alternative embodiment of the invention. Thetilt switches 136, 138 generally comprise upper and lower conductiveenclosures 142, 146, respectively, separated by a suitable insulatingmaterial 144 and a conductive ball 140 that is free to move within. Inone orientation (e.g., FIG. 3A) the internally contained conductive ball140 rests within an annular groove completing the electrical circuitbetween the top conductive enclosure 142 and bottom conductive enclosure146 (ON state). But, when the sensor 136 is tilted by an amount greaterthan angle a (FIG. 3B), the ball 140 rolls away from the lowerconductive enclosure 141 and, thus, the circuit is opened (OFF state).

FIGS. 4A and 4B are schematic illustrations of another embodiment of amicro-ball tilt switch 138 (normally open configuration) that may alsobe adapted for use in accordance with a further alternative embodimentof the present invention. In this case, in a first orientation (e.g.,FIG. 4A) an internally contained conductive ball 140 rests within acentral conical pocket formed in the lower conductive enclosure 146 andis thereby prevented from contacting and completing electricalconnection to the upper conductive enclosure 142 (OFF state). But, whenthe sensor 138 is tilted by an amount greater than angle a (FIG. 4B) theball 140 rolls out of the conical pocket, touching and completing thecircuit with the upper conductive enclosure 142 (ON state). Theparticular orientation and range of tilt angles required to triggereither ON or OFF conditions of micro-ball sensors 136, 138 can be variedand/or adjusted to meet varying needs and skill levels of wand users.

Referring to FIGS. 5A and 5B tilt sensors 122 and 124 are preferablyoppositely oriented and spaced apart between opposite ends of the tube110, as illustrated. Those skilled in the art will appreciate from thedisclosure herein that in virtually any static position of the wand 100at least one of tilt sensors 122, 124 will be in the OFF state. Thus,the transponder 118 can essentially only be activated when the wand isin a non-static condition or, in other words, when the wand is inmotion. More specifically, the placement and orientation of the tiltsensors 122, 124 is preferably such that different accelerations ormotions are required at the proximal and distal ends 112 and 114 inorder to trigger both tilt sensors 122, 124 to their ON positions (orOFF positions, as the case may be) and, thus, to enable or activatetransponder 118 (or other wireless communication devices describedlater).

As illustrated in FIG. 5A, when the wand 100 is held in an uprightorientation, tilt sensor 122 (S1) is in its ON state (Static-ON) andtilt sensor 124 (S2) is in its OFF state (Static-OFF). Because thesensors are wired in series, the activation circuit 115 is OFF (opencircuit) and the transponder 118 is disabled. Of course, those skilledin the art will readily appreciate from the disclosure herein that iftransponder 118 requires a short circuit to disable, then the sensors122 and 124 would preferably be wired in parallel and, in theorientation shown, the activation circuit 115 would be shorted throughS1. On the other hand, when the wand 100 is held in an upside downorientation (FIG. 5B), tilt sensor 122 (S1) is in its OFF state(Static-OFF) and tilt sensor 124 (S2) is in its ON state (Static-ON)such that the activation circuit 115 remains OFF (open circuit) and thetransponder 118 remains disabled. Again, if transponder 118 requires ashort circuit to disable, then the sensors 122 and 124 would preferablybe wired in parallel and, in the orientation shown, the activationcircuit 115 would be shorted through S2.

Advantageously, the wand activation circuit 115 in accordance with theabove-described preferred embodiment is essentially only activated (andtransponder 118 is only enabled) when a user actively moves the wand 100in such particular way as to impart different transient accelerationforces on the distal and proximal ends of the wand 100 (or wherever thesensors are located if not at the distal and proximal ends). Inparticular, the transient acceleration forces must be sufficient enoughat one end of the wand to overcome the gravitational forces acting onthe upper sensor (Static-OFF), but not sufficient enough at the otherend to overcome the gravitational forces acting on the lower sensor(Static-ON). This transient condition is illustrated in FIG. 6.

The wand activation circuit 115 (and, thus, transponder 118) isactivated by holding the wand tilted slightly upward in one hand whilegently and smoothly waiving it so that the distal end 114 of the wandfollows an upward-cresting arcing pattern while the proximal end 112remains relatively steady or follows a smaller, more gentle arcingpattern. The acceleration forces caused by the upward arcing motion atthe distal end 114 counteract gravitational forces on the tilt sensor124 and cause it to switch from its OFF state to its ON state. At thesame time, the smaller arcing motion and acceleration forces at theproximal end 112 are not sufficient to counteract the gravitation forceson the tilt sensor 122 and, thus, it remains in its ON state. The resultis that both sensors 122 and 124 are momentarily in their ON state andthe wand activation circuit 115 thereby momentarily activates thetransponder 118. The complexity and learnability of the described motionis similar to a golf swing. Only with this particular motion (or othersimilar learned motions) executed in a precise and repeatable fashionwill the transient conditions be satisfied to cause both sensors 122 and124 to switch to their ON state, thereby momentarily activatingtransponder 118. If the arcing motion is too fast or too pronounced, thelower sensor 122 will switch to its OFF state. On the other hand, if thearcing motion is too slow or too shallow, the upper sensor 124 will notswitch to its ON state. Thus, successful operation of the wand 100requires real skill, patience and training.

Those skilled in the art will readily appreciate and understand from thedisclosure herein that various additional and/or alternative wandactivation circuits can be designed and configured so as to respond todifferent desired wand activation motions. For example, this may beachieved by adding more sensors and/or by changing sensor positions andorientations. For example, one wand motion may trigger a first wandactivation circuit (and a first wand effect) while a different wandmotion may trigger a second wand activation circuit (and a second wandeffect). The number, type and complexity of wand motions andcorresponding wand activation circuits are limited only by design andcost considerations and user preferences. Most desirably 6-12 uniquewand activation motions and corresponding wand activation circuits areprovided. Of course, those skilled in the art will recognize from thedisclosure herein that multiple wand activation circuits may share oneor more sensors and/or other supporting circuitry and components, asrequired or desired. Alternatively, a single, multi-mode wand activationcircuit may be provided that can respond to multiple wand motions.

The degree of difficultly and skill required to master each wand motioncan preferably be adjusted to suit the age and skill-level of each user.Generally speaking, selecting tilt sensors 122, 124 having narrowactivation ranges increases the difficulty level of the wand, as itmakes it more difficult to satisfy the transient conditions required toturn each sensor to its ON or active state. Similarly, adding moresensors also increases the difficulty level, as it decreases theprobability that all required transient conditions can be satisfied in agiven moment. Placement and orientation of the sensors 122 and 124 (andany other sensors) can also make a difference in the degree ofdifficulty and skill required. For example, spacing the sensors closertogether (e.g., 3-5 cm apart) generally makes it more difficult tooperate the wand as it becomes harder and harder to create differenttransient conditions relative to each sensor location. Conversely,spacing sensors farther apart (e.g., 10-35 cm apart) makes it easier. Anoptimal sensor spacing is about 8-12 cm. Optionally, some or all ofthese degree-of-difficulty parameters can be adjusted or changed asskill-levels increase or as other circumstances warrant.

Of course, those skilled in the art will appreciate from the disclosureherein that the wand activation circuitry 115 is not limited to thoseincluding mercury or micro-ball tilt sensors, as illustrated, but may bepracticed using a wide variety of other motion and/or tilt sensorsand/or other supporting circuitry elements and components that areselected and adapted to the purposes described herein. These include,without limitation, impact sensors, micro-sensors, gyro-sensors, forcesensors, micro-switches, momentum sensors, vibration sensors, gravitysensors, accelerometers, and all variety of reed switches (gravity,momentum, magnetic or otherwise). Moreover, any one or more of theseand/or other similar sensor devices may also be used in conjunction withother supporting circuitry elements or components (either internal orexternal to the wand 100) as desired, including microprocessors,computers, controller boards, PID circuitry, input/output devices,combinations of the same and the like. Mercury and micro-ball tiltsensors as illustrated and described above are particularly preferred asthey are relatively inexpensive and reliable.

FIG. 7 is a schematic illustration of an alternative embodiment of aninteractive wand 100 a including an optional RF/IR module adapted forlong-range wireless communications (up to about 100 meters). Wand 100 ais essentially the same as wand 100 illustrated and described above inconnection with FIG. 1, except longer-range wand operation is achievedby replacing the RFID transponder 118 in wand 100 (FIG. 1) with anauxiliary RF/IR transmitter 150 (see FIGS. 22 and 25 accompanyingdiscussion for circuit schematic and other details). If line of sight ordirectional actuation is desired, an infrared LED transmitter of thetype employed in standard television remote controls may be providedinstead of or in addition to the RF transmitter 118, as those skilled inthe art will readily appreciate. In the latter case, a hole (not shown)would preferably be provided in the distal end 114 of the wand toaccommodate the transmitting LED of the IR transmitter circuit. Ofcourse, a wide variety of other wireless communications devices, as wellas various optional sound and lighting effects may also be provided, asdesired.

RF/IR transmitter module 150 and/or any other desired optional effectsmay be actuated using the wand activating circuit 115 substantially asillustrated and described above in connection with FIGS. 1-6. Asillustrated in FIG. 7, tilt sensors 122, 124 (S1/S2) are wired in serieswith the RF/IR module, between batteries 152 (voltage source V+) andground (all or part of tube 110). Thus, RF/IR module 150 is powered whensensors 122 and 124 are both in their ON state (switches S1 and S2 areboth closed). Again, this transient state can essentially only beachieved when a skilled user actively moves the wand 100 a in suchparticular way as to impart different transient acceleration forces onthe distal and proximal ends of the wand 100 a, as illustrated anddescribed above in connection with FIG. 6. Other than as noted above itwill be understood that the wand 100 a is in all other material respectsessentially the same as wand 100 illustrated and described in connectionwith FIGS. 1-5. Note that the handle 120 a and knob 123 a are slightlymodified, as these elements are preferably uniquelycustomized/personalized for each wand and/or wand user as will bediscussed in more detail later.

Furthermore, the wand activation circuitry 115 may advantageouslycomprise a microprocessor that communicates with the sensors 122, 124and the transmitter module 150. In one embodiment, the microprocessorreceives at least one signal from the sensors 122, 124 indicative of thestate of the sensors. For instance, the microprocessor may determinewhen each of the sensors 122, 124 are in an ON or an OFF state or whenone of the sensors 122, 124 switches states. Based on the states of thesensors 122, 124, the microprocessor then outputs a signal to thetransmitter module 150 that causes activation or deactivation of thetransmitter module 150.

In an embodiment, the microprocessor is capable of measuring a durationof time related to the operational states of the sensors 122, 124. Forexample, the microprocessor may use a clock signal or an external timerto determine the duration of time during which at least one of thesensors 122, 124 is in an ON state. The microprocessor may then use thisduration of time when outputting a signal to the transmitter module 150.For example, the microprocessor may correlate the duration of time thata sensor 122, 124 is activated (e.g., in an ON state) with an intensity,level, or type of a “spell” being cast by the user. For instance, if theuser, while “casting a spell,” is able to move the wand 100 so as tokeep at least one of the sensors 122, 124 activated for a certain periodof time, the microprocessor may assign a particular level or intensityto the spell being cast. Thus, the microprocessor may output differentsignals, which represent different spells or spell intensities, to thetransmitter module 150 based on the length of time of the sensoractivation. In one embodiment, the microprocessor may associate longerdurations of sensor activation with higher intensity spells.

In yet other embodiments, the microprocessor calculates the duration oftime between successive activations, or triggering, of the sensors 122,124. For example, the microprocessor may determine how much time passesbetween the activation of the sensor 122 and the activation of thesensor 124, which are caused by the user's operation of the wand 100.For instance, the microprocessor may associate simultaneous or shorterdurations of time between the activations of the two sensors 122, 124with a more advanced, or higher-level, spell. Thus, the user thatoperates the wand 100 so as to activate each of the sensors 122, 124within a relatively short period of time is able to cast higher-levelspells. On the other hand, if there is a greater delay between theactivations of the sensors 122, 124, the microprocessor assigns a lowerintensity level to the spell being cast. In yet other embodiments, thetime during or between the sensor activations is used by themicroprocessor to determine which of a variety of spells is achieved bythe user.

In other embodiments, the microprocessor may compare the duration oftime of sensor activation or time between successive activations, to apredetermined time. For example, if the duration of time betweensuccessive activations is less than the predetermined time, the “spell”may be assigned a higher intensity level. If the duration of timebetween successive activations is greater than the predetermined time,the “spell” may be assigned a higher lower level. In addition, in someembodiments, the microprocessor does not calculate the specific value ofthe duration of time but determines if the duration of time exceeds ordoes not exceed a predetermined time.

In yet other embodiments of the invention, the duration of time duringor between activation of the sensors 122, 124 is output to a receiverexternal to the wand 100. The receiver then processes the duration oftime in determining which effect, or which level of an effect, is causedby the particular wand activation motions and associated duration(s) oftime. In yet other embodiments, the foregoing microprocessor may be usedin a wand 100 comprising a transponder 118 instead of, or in combinationwith, the transmitter module 150.

In another embodiment, the microprocessor accesses a look-up table thatassociates specific durations of time, or ranges of durations of time,with the intensity or the type of the spell being cast. For example, thelook-up table may associate durations of time less than 0.1 secondsbetween successive sensor activations with a higher level spell,durations of time from 0.1 to 0.2 seconds with a mid-level spell, anddurations of time greater than 0.2 seconds with a lower level spell. Inone embodiment, the look-up table is stored in a memory, such as forexample a read-only memory (ROM), on the wand 100. The look-up table maybe internal or external to the microprocessor. In yet other embodiments,the look-up table may be accessible by the receiver of the signal fromthe wand 100.

FIG. 8 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional magnetic inductanceenergy source. Wand 100 b is essentially the same as wand 100illustrated and described above in connection with FIG. 1, except thatbatteries 152 are replaced with a magnetic inductance energy generator162. The magnetic inductance energy generator 162 comprises aninductance coil L1 sized and arranged such that when it is exposed to afluctuating magnetic field (e.g., a moving permanent magnet 164 rubbedback and forth and/or an externally generated electromagnetic field) analternating current is generated. This generated current is rectified bydiode D1 or, alternatively, a full wave bridge rectifier (not shown),and charges preferably an electrolytic capacitor C1 until it reaches apredetermined operating voltage V+. If desired, a voltage regulatordevice, such as a zener diode (not shown) and/or active regulationcircuitry may be added to stabilize and increase the efficiency of themagnetic inductance energy generator 162.

Alternatively, those skilled in the art will appreciate from thedisclosure herein that a various magnetic field effect sensors, such asWiegand sensors and the like, may readily be used in place of or inaddition to inductor L1 where, for example, it is desired to increasethe energy-generating efficiency of the circuit 162. For example, U.S.Pat. No. 6,191,687 to Dlugos discloses a Wiegand effect energy generatorcomprising a Wiegand wire that changes its magnetic state in response tobeing exposed to an alternating magnetic field. The Wiegand wire hascore and shell portions with divergent magnetic properties. The magneticproperties of the wire are such that it produces an output power signalthat corresponds to the strength and rate of change of a magnetic fieldto which the Wiegand wire is exposed. Such energy pulses generally arebetween about 5 and 6 volts and 10 microseconds in width. Such energypulses have sufficient voltage and duration to power a low powertransmitter such as RF/IR module 150. One suitable Wiegand sensor thatmay be utilized in accordance with the present invention is the series2000 sensor sold by EHD Corp. The Series 2000 Wiegand sensor producespulses in response to alternating magnetic fields or permanent magnetsthat pass near the sensor.

The energy generating circuit 162 is preferably such that the wand 100 bhas no movable parts and requires no maintenance such as replacingbatteries or the like over its anticipated life. All energy is generatedand stored by rubbing the wand back and forth with a permanent magnetand/or by placing the wand within an externally generatedelectromagnetic field. Preferably, the inductor L1 (or Wiegand wire) andcapacitor C1 are selected such that 5-10 seconds of exposure to anexternal fluctuating magnetic field will fully charge the capacitor C1,thus enabling the wand RF/IR transmitter to be activated at least onceand preferably 5-20 times without having to recharge. Advantageously,the absence of replaceable batteries or other visible electronictechnology significantly increases the reality and full immersionexperience of the magical fantasy and gives users the feeling ofpracticing, performing and mastering “real” magic using a “real” magicwand 100 b. Optionally, a non-replaceable permanent rechargeable batteryand/or a factory replaceable battery (not shown) may be provided inplace of or in addition to the energy generating circuit 162 where it isdesired to provide long-term energy storage. Other than replacingbatteries 152 with magnetic inductance energy generator 162, the wand100 b is in all other material respects essentially the same as wand 100a illustrated and described above in connection with FIG. 7. Note thatthe handle 120 b and knob 123 b are slightly modified, as these elementsare preferably uniquely customized/personalized for each wand and/orwand user as will be discussed in more detail later.

FIG. 9 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an optional piezoelectricgenerator. Wand 100 c is essentially the same as wand 100 b illustratedand described above in connection with FIG. 8, except that magneticinductance energy generator 162 has been replaced with a piezo generator166 and power supply 168.

Piezoelectricity refers to a unique property of certain materials suchas quartz, Rochelle salt, and certain solid-solution ceramic materialssuch as lead zirconate-titanate (Pb(Zr1-xTix)03) (“PZT”) that causesinduced stresses to produce an electric voltage or, conversely, thatcauses applied voltages to produce an induced stress. In a “generator”mode, electricity is developed when a piezoelectric (“piezo”) crystal ismechanically stressed. Conversely, in a “motor” mode, the piezo crystalreacts mechanically when an electric field is applied.

PZT is one of the leading piezoelectric materials used today. It can befabricated in bimorph or unimorph structures (piezo elements), andoperated in flexure mode. These structures have the ability to generatehigh electrical output from a source of low mechanical impedance(conversely, to develop large displacement at low levels of electricalexcitation). Typical applications include force transducers, spark pumpsfor cigarette lighters and boiler ignition, microphone heads,stereophonic pick-ups, etc.

It is known that piezo elements can be used to generate small a mountsof useful energy from motion. For example, U.S. Pat. No. 3,456,134 toKo, incorporated in its entirety by reference herein, discloses apiezoelectric energy converter for electronic implants, wherein bodymotion is converted into electrical energy using a piece ofpiezoelectric PZT in the form of a resonant cantilever beam. See also,U.S. Pat. No. 6,438,193 to Ko et. al, which discloses a similar piezogenerator for self-powered tire revolution counter. Such piezogenerators have particular application and benefit to batteryless toysand wands of the type disclosed and described herein.

FIG. 10 is a cross-sectional view of such a piezo generator 166comprising a “bimorph” piezo element 170 rigidly mounted at one endforming a cantilever beam. A “bimorph” is a flexing-type piezoelectricelement, which has the capacity for handling larger motions and smallerforces than single piezoelectric plates. The bimorph piezo element 170comprises two planar piezo crystals secured together face-to-face with ashim or vane therebetween. Mechanical bending of the element 170 causesit to produce a corresponding voltage between output electrodes 176,178.

The piezoelectric element 170 is mounted and enclosed within the distalend of tube 110 (FIG. 9) and its free end is loaded with a small weight174 selected to resonate at a suitable frequency corresponding to thelikely or anticipated movement of the wand 100 c. A typical measuredoscillation frequency is on the order of 10-100 Hz. As the wand is movedperiodically, the piezo element 170 vibrates back and forth producingelectrical pulses. These electrical pulses are then rectified by a fullwave bridge rectifier 180 (FIG. 11), are filtered by a filter circuitcomprising capacitors C1, C2 and resisters R0, R1 and are stored in anenergy storage capacitor C3, preferably a low-voltage electrolyticcapacitor.

In order to draw maximum power from the piezo element 170, the powersupply circuit 168 “load” impedance preferably is selected to match theoutput impedance of the piezo element 170. In order to minimize theripple effect (peak-to-peak magnitude of rippling imposed on the nominalDC voltage level) energy storage capacitor C3 is preferably selected tobe as large as possible, given available space constraints. To improvethe stability of the power-supply an optional voltage regulator 182 maybe added. For example, an LM185 IC band-gap voltage regulator may bechosen.

The piezo generator and power supply circuits 166, 168 preferably havesufficient power output under normal operating conditions such that thewand 100 c requires no other internal energy sources such as replaceablebatteries or the like. All energy is generated and stored by normalmotion of the wand during use, e.g. during spell casting or duringnormal walking or running while carrying the wand 100 c. Preferably, theenergy storage capacitor C3 is selected such that when fully charged, itprovides sufficient stored energy to enable the wand to be activated atleast once and preferably 50-100 times without having to recharge.Advantageously, the absence of replaceable batteries or other visibleelectronic technology significantly increases the reality and fullimmersion experience of the fantasy and gives users the feeling ofpracticing, performing and mastering “real” magic using a “real” magicwand 100 c. Optionally, a non-replaceable permanent rechargeable batteryand/or a factory replaceable battery (not shown) may be provided inplace of or in addition to the energy generating circuit 166 where it isdesired to provide long-term energy storage. The wand 100 c in all othermaterial respects is essentially the same as wand 100 b illustrated anddescribed above in connection with FIG. 8. Note that the handle 120 cand knob 123 c are slightly modified, as these elements are preferablyuniquely customized/personalized for each wand and/or wand user as willbe discussed in more detail later.

FIG. 12 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder. Wand 100 d is essentially the same as wand 100 billustrated and described above in connection with FIG. 8, except forthe addition of optional RFID transponder 118 d.

As with the RFID transponder 118 illustrated and described above inconnection with FIG. 1, RFID transponder 118 d is operable to providerelatively short-range RF communications (less than about 200 cm) usingone or more RFID reader units or reader/writer units, described in moredetail later. The transponder 118 d also preferably contains certainelectronics comprising a radio frequency tag pre-programmed with aunique person identifier number (“UPIN”). The UPIN may be used toidentify and track individual wands and/or play participants.Optionally, each tag 118 d may also include a unique group identifiernumber (“UGIN”) which may be used to match a defined group ofindividuals having a predetermined or desired relationship.

The RFID transponder is preferably used to store certain informationidentifying each play participant and/or describing certain powers orabilities possessed by an imaginary role-play character. For example,players may advance in a magic adventure game by finding clues, castingspells and solving various puzzles presented. Players may also gain (orlose) certain attributes, such as magic skills, magic strength, fightingability, various spell-casting abilities, combinations of the same orthe like, based on game play, skill-level and/or the purchase ofcollateral play objects. Some or all of this information is preferablystored on the RFID transponder 118 d so that the character attributesmay be easily and conveniently transported to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. Alternatively, only the UPIN and UGIN are stored onthe transponder 118 and all other desired information is stored on acomputer-accessible database indexed by UPIN and/or UGIN.

If desired, RFID transponder 118 d may be electronically interlocked andcontrolled by a corresponding wand activation circuit such asillustrated and described above in connection with FIG. 1. Morepreferably, however, the RFID tag 118 d is not interlocked, but isalways activated. In this manner, transponder 118 d can be easily readat short range using an RFID reader/writer (described later) to senseand track play participants and/or to activate various simple wandeffects. Longer range RF communications via RF/IR module 150 arepreferably only enabled when an appropriate wand activation motion isexecuted as described above in connection with FIGS. 1-6. The wand 100 din all other material respects is essentially the same as wand 100 billustrated and described above in connection with FIG. 8. Note that thehandle 120 d and knob 123 d are slightly modified, as these elements arepreferably uniquely customized/personalized for each wand and/or wanduser as will be discussed in more detail later.

FIG. 13 is a schematic illustration of a further alternative embodimentof an interactive wand toy including an RF/IR module and optional RFIDtransponder. Wand 100 e is essentially the same as wand 100 dillustrated and described above in connection with FIG. 12, except forthe location and placement of the RFID transponder 118 e.

As with the RFID transponder 118 d illustrated and described above inconnection with FIG. 12, RFID transponder 118 e provides relativelyshort-range RF communications using one or more RFID reader units orreader/writer units, described in more detail later. The transponder 118e also preferably contains certain electronics comprising a radiofrequency tag pre-programmed with a unique person identifier number(“UPIN”) and unique group identifier number (“UGIN”). Preferably, RFIDtag 118 e is always activated so that it can be easily read at shortrange using an RFID reader/writer (described later) to sense and trackplay participants and/or to activate various simple wand effects.Placing the RFID tag 118 e in the handle 120 e, allows for modularconstruction and functionality of a wand 100 e as auxiliary handles maybe interchanged having other unique RFID tags with unique storedinformation. Optionally, the tag-containing handle 120 e and knob 123 emay be omitted altogether in the case, for example, where a lessexpensive wand is desired.

As described above, longer range RF communications via RF/IR module 150are preferably enabled only when an appropriate wand activation motionis executed as described above in connection with FIGS. 1-6. The wand100 e in all other material respects is essentially the same as wand 100d illustrated and described above in connection with FIG. 12. Note thatthe handle 120 e and knob 123 d are slightly modified, as these elementsare preferably uniquely customized/personalized for each wand and/orwand user as will be discussed in more detail later.

In certain advanced applications, it is desirable to wirelesslycommunicate specific data and commands to achieve different or variedwand effects. For example, it may desirable to wirelessly send onecommand signal that turns a certain object (e.g., a lamp) “OFF” andanother command signal that turns an object “ON”. As described above inconnection with FIGS. 1-6, this functionality may be achieved usingmultiple wand activation circuits (or a single multi-mode circuit)responsive to various unique wand motions whereby each wand motion, ifexecuted successfully, causes a different RF or IR signal to betransmitted to control or activate the desired effect (e.g., turning alight ON or OFF or simulating the levitation of an object).

Another convenient way to achieve similar functionality is to load databits representing specific desired commands directly into a data bufferof RF/IR module 150 f (FIG. 14A) and then, using only a single wandactivation circuit and a single learned wand motion, cause an RF or IRsignal to be transmitted, thereby carrying the command signal and datato an RF or IR receiver and associated effect. Thus, for example, one ormore tilt sensors 192, 194 (illustrated schematically as switches S3/S4)may be provided in a convenient location within the wand 100 f (e.g.,within the handle 120). These sensors are preferably mounted andoriented such that axial rotation of the wand shaft 110 and/or wandhandle 120 f causes the sensors to alternately switch from their ON totheir OFF state. As illustrated in the circuit schematic accompanyingFIG. 14A, Each sensor controls one data input bit of the RF/IR moduledata bus (e.g., S3, S4).

Preferably, sensors 192, 194 are disposed at an angle of between about60 and 120 degrees (most preferably about 90 degrees) from one anotherwithin a transverse plane of the wand (see, e.g., FIG. 14B). Thoseskilled in the art will readily appreciate that in this manner, fourpossible wand orientations are possible resulting in four unique sensorpair states as follows: ON/ON; OFF/OFF; ON/OFF and OFF/ON. These foursensor states can represent, for example, four unique command signalssent using the RF/IR module 150 f. The wand 100 f in all other materialrespects is essentially the same as wand 100 b illustrated and describedabove in connection with FIG. 8. Note that the handle 120 f and knob 123f are slightly modified, as these elements are preferably uniquelycustomized/personalized for each wand and/or wand user as will bediscussed in more detail later.

Where it is desired to send a larger number of unique command signals,various combinations of additional orientation sensors and/or wandactivation circuits may be added, as desired. Alternatively, variousdials, switches and/or other inputs may be provided for selecting from anumber of unique wand commands or “spells.” For example, in onepreferred embodiment illustrated in FIGS. 15A-C a wand 100 g is providedincluding a knob-actuated rotary switch 202 which directly loads up to 4data bits (up to 16 possible unique codes) representing specific desiredcommands directly into a data buffer of RF/IR module 150 g (FIG. 15A).

As illustrated in FIG. 15C a user rotates the knob 123 g and sets it tothe desired spell represented by magic symbols 204 (FIG. 15D). Then,using only a single wand activation circuit and a single learned wandmotion, the user causes an RF or IR signal to be transmitted, carryingthe unique command signal/data to an RF or IR receiver, therebycontrolling or activating an associated effect. Alternatively, apotentiometer may be used in conjunction with an A/D converter circuitinstead of rotary switch 202 for selecting wand functions/spells. Thewand 100 g in all other material respects is essentially the same aswand 100 b illustrated and described above in connection with FIG. 8.Note that the handle 120 g and knob 123 g are slightly modified, asthese elements are preferably uniquely customized/personalized for eachwand and/or wand user as will be discussed in more detail later.

FIG. 16A is a schematic illustration of a further alternative embodimentof an interactive wand toy including optional touch sensor elements forselecting one or more wand spell commands. Wand 100 h is essentially thesame as wand 100 f illustrated and described above in connection withFIGS. 14A and 14B, except for the substitution of touch sensor elements208, 210, 212 for tilt sensors 192, 194.

Touch sensor elements 208, 210, 212 (represented in the accompanyingschematic as S3, S4, S5) comprise solid-state electronic switches (nobuttons or moving parts) that are activated by the simple touch of afinger. Most preferably, these are solid state touch switches of thetype illustrated and described in U.S. Pat. No. 4,063,111 to Dobler etal., the entire contents of which are incorporated herein by reference.As illustrated in FIG. 16B, each touch switch contact element 208, 210,212 is preferably formed from a pair of conductive electrodes 211surrounded by, and preferably flush with, an insulating material 213. Ifdesired, the electrodes 211 may be shaped in the form of magic symbolsor other shapes consistent with a desired magic theme, as illustrated.During use, the user's finger 217 is placed over the pair of electrodes211 and thereby forms a portion of an electronic circuit to change thestate of a corresponding solid state electronic switching device Q1, Q2,Q3 in communication therewith, such as a MOSFET or PNP transistor. Thetouch sensor is thereby actuated.

Each touch sensor preferably controls one data input bit of the RF/IRmodule data bus (e.g., S3, S4, S5). One or more touch switches may beactivated during a single wand transmission. Thus, those skilled in theart will readily appreciate that eight possible combinations of touchswitch activations are possible corresponding to eight unique commandinput data sets as follows: ON/ON/ON; OFF/OFF/ON; ON/OFF/ON, OFF/ON/ON,ON/ON/OFF; OFF/OFF/OFF; ON/OFF/OFF, and OFF/ON/OFF These eight sensorstates can represent, for example, eight unique command signals sentusing the RF/IR module 150 h.

As illustrated in FIGS. 16C and 16D, a user may select a spell bytouching one or more selected magic symbols. Then, while holding thefingers over the selected magic symbols and using only a single wandactivation circuit and a single learned wand motion, the user causes anRF or IR signal to be transmitted, carrying the unique commandsignal/data to an RF or IR receiver, thereby controlling or activatingan associated effect.

Optionally, wand 100 h includes a magnetic tip 216, as illustrated inFIG. 16A. This can be especially useful and entertaining for close-rangeactivation of various play effects, such as turning lights on/off,triggering special sound and/or lighting effects. For example, FIGS.17A-17B are time-sequenced illustrations of one embodiment of amagnetically actuated lighting effect using the interactive wand toy 100h with optional magnetic tip 216. A magnetic reed switch 218 is providedin series between the desired lighting effect 220 and a power source(V+). The reed switch is constructed in the normal fashion. Contacts222, 224 are normally open and, thus, the lighting effect 220 is in itsOFF state. But, when the magnetic tip 216 of wand 100 h is brought intorelatively close proximity (2-3 cm) with the reed switch 218, contactelements 222, 224 are magnetized by the magnetic field lines and aredrawn toward each other. This causes the contacts 222, 224 toimmediately attract, closing the gap and completing the circuit to turnon the lighting effect 220. Of course, those skilled in the art willappreciate from the disclosure herein that various relays, powercontrollers and the like may be required or desirable to provideadequate control of larger, more complex effects. But all such effects,no matter how small/simple or large/complex, may be triggered with asimple reed switch 218 and a wand 100 h having a magnetic tip 216, asdescribed above.

The magnetic tip 216 is especially useful and synergistic in combinationwith the other disclosed functions and features of wand 100 h. Thus, forexample, as illustrated in FIG. 17C, a desired lighting effect iscontrolled by RF/IR receiver 250, which is adapted to receive an RFand/or IR command signal from wand 100 h. The RF/IR receiver 250 (and/orthe lighting effect 220) is also controlled by series-connected magneticreed switch 218, as illustrated and described above (FIGS. 17A, 17B).Desirably, this allows a user to use the wand 100 h and the magnetic tip216 thereof to select one or more effects he or she wishes to control oractivate. For example, the closure of the magnetic reed switch 218 sendsan activation signal to RF/IR receiver 250. In response, the receiverinitiates a timer (e.g., 5-10 seconds) wherein its RF and/or IR receivercircuitry is activated and ready to receive one or more transmittedcommands for controlling the associated effect 220. Thus, a user mayselect to control the lighting effect 220 by activating the reed switch218 with the magnetic tip 216 of wand 100 h. Then the user may cast aspell (cause the wand 100 h to transmit an RF or IR command signal) thatcommands the RF/IR receiver 250 to turn the lighting effect ON or OFF,to change the lighting effect (e.g., change its color or intensity),and/or launch a related effect (e.g., simulated levitation of thelighting source or other desired effects). In this manner, users canmaintain direct and precise control over any number of individual playeffects as may be desired. The wand 100 h in all other material respectsis essentially the same as wand 100 f illustrated and described above inconnection with FIG. 14. Note that handle 120 h and knob 123 h areslightly modified, as these elements are preferably uniquelycustomized/personalized for each wand and/or wand user as will bediscussed in more detail later.

While it is particularly preferred to provide batteryless RF-enabled,RFID-enabled or IR-enabled wand 100, those skilled in the art willrecognize from the disclosure herein that the invention may be carriedout in a variety of other ways that incorporate some or all of theinventive features disclosed and described herein. For example, wandactivation circuit 115 may be implemented in a variety of other gamingand entertainment applications such as, for example, a wireless orhard-wired wand input device for a video game, computer game or homegame console, an arcade or redemption challenge device, home-operatedamusement device using simple bells and buzzers, or the like.Alternatively, some or all of the various circuitry and componentsdescribed herein above may be externally implemented such that the wand100 may not be entirely self-contained, but may rely on certain externalcomponents and circuitry for some or all of its functionality.Alternatively, some or all of the various circuitry and componentsdescribed herein can be implemented in a user-wearable format such thatvarious interactive play effects and the like, as described herein, maybe actuated through particular hand or arm motions without the use of awand.

Proximity Sensor

In yet another embodiment, the wand 100 further comprises a proximitysensor usable to provide a “hover” effect that is indicative of theinitialization of a control interlock. When the proximity sensor in thewand 100 is moved with a particular distance of a receiver, such as theRF/IR receiver 150, and/or an effects controller, a “hover” effectoccurs, such as, for example, the turning on of a light, the movement orvibration of an object, or any other perceptible signal (visual oraudible) that notifies the user that a play effect may be initiated.

For instance, one embodiment of the invention may include a play effectthat comprises the moving of a book. When the user brings the wand 100within a predetermined distance from the book (e.g., one meter), theproximity sensor in the wand 100 causes the wand to output a commandsignal to a receiver and/or effects controller near the book to initiatea control interlock and to generate a “hover” effect, such as theturning on of a light. At this point, the user is notified that he orshe may then cast the appropriate spell, such as by appropriatelymotioning the wand 100, which causes the book to move. If the userattempts to cast the spell outside of the predetermined distance, thebook does not move. This is because the appropriate control interlock isnot initiated between the wand 100 and the receiver and/or effectscontroller.

Furthermore, the foregoing described “hover” effect may be used withpassive RFID technology to conserve energy or battery power of the wand100. In one embodiment, the wand 100 comprises a passive RFID circuit inaddition to an activation circuit (e.g., activation circuit 115 ofFIG. 1) and may operate in an “active” or a “sleep” mode. During thesleep mode, the activation circuit does not engage in significantactivity, which reduces the energy consumption of the wand 100. Inaddition, during the “sleep” mode, the user may not be able to castspells with the wand 100. When the passive RFID circuit of the wand 100is brought with a certain range of an RF transmitter, such as positionednear the effects controller, the passive RFID circuit receives thetransmitted RF signal and “awakens” the wand activation circuit into the“active” state. At this point, the user is able to engage in spellcasting, such as by motioning the wand, as is described herein. Infurther embodiments, a perceptible signal, such as a light or a noise,alerts the user when the wand 100 awakens to an “active” mode.

Although disclosed with reference to particular embodiments, a skilledartisan will recognize from the disclosure herein a wide variety ofmethods and/or devices usable to cause a “hover” effect. For example,the user may use certain voice commands, such as a particular magic wordor phrase, to cause the “hover” effect and to initiate a controlinterlock. In other embodiments, an RFID tag in the wand 100, thereceiver, and/or the effects controller is used to initiate the “hover”effect. In yet other embodiments, the proximity sensor in located remoteto the wand 100, such as near or in the receiver and/or effectscontroller.

Wand Operation

A magic wand as disclosed and described herein may be used to cast aninfinite possibility of “spells” or commands based on a single wandactivation circuit, a single learned wand motion and only a few uniquewand command signals selected using any of the various circuits andstructures described above in connection with FIGS. 14-16 (of coursemore complex operations are also possible and desirable). For example,using the wand 100 g illustrated and described in connection with FIGS.16A-16D a user can easily transmit three distinct command codes selectedby each of the three touch sensors 108, 110, 112. Touching either the“+” or the “−” symbols and waiving the wand in the required motiontriggers the internal wand activation circuit and causes the wand totransmit a radio frequency (RF) or infrared (IR) signal corresponding toan “ON/CAST” or “OFF/BLOCK” command or spell, respectively. This can beuseful, for example, for turning on/off various play effects over longdistances (up to 100 meters) and for basic game play such as spellcasting competitions, target practice, and the like.

If it is desired to provide signal directionality so that the commandsignal or spell can be aimed or cast at various particular selected playeffects or objects, then a directional signal source such as IR and/ordirectionalized RF is preferably selected. Alternatively, a combinationof directional (e.g., IR) and omni-directional (e.g., RF) signal sourcesmay be used effectively to provide a desired directional spell-castingcapability. For example, a momentum-actuated switch or accelerometer(not shown) internally disposed within the tip of wand 100 can be usedto activate a directional signal source (e.g., a light bulb or L.E.D.shining a beam or cone of light) when a predetermined momentum force oracceleration is reached. Such a wand with internal wand activationcircuitry and/or a directional signal source may replace, for example, agun or a rifle in a conventional shooting gallery or target game such asdisclosed in U.S. Pat. No. 4,296,929 to Meyer et al. and U.S. Pat. No.5,785,592 to Jacobsen, both of which are incorporated by referenceherein in their entireties.

Waiving and activating the wand while touching the “*” symbol preferablyinitiates the beginning of a “complex” spell comprising multiplecombinations of the first two (base-2 coding) or all three wand motions(base-3 coding). Of course, those skilled in the art will appreciatethat with three touch sensors, up to base-8 coding is possibly byincluding combinations of simultaneously activated sensors. Thus,various spell “recipes” or incantations can be described and carried outusing a sequence of individual commands and corresponding wand motionsas represented, for example, by the three distinct magic symbols. Table3, below, illustrates some examples of complex spells/commands that arepossible using base-3 coding. TABLE 1 Spell Formula Effect + “on” or“cast spell” − “off” or “block spell” * “start complex spell” *+ “moveobject” *− “stop object” *−*+ “start/increase levitation” *−*−“stop/decrease levitation” *+*+ “unlock/open door” ***− “lock/closedoor” *++ “Fire Spell” *+− “Block Fire spell” *+++ “Ice Spell” *++−“Block Ice Spell”

Using up to 6 combinations of 2 wand motions (base-2), wand users canproduce 126 different spells. Using up to 6 combinations of 3 wandmotions (base-3), wand users can produce 1092 different spells. Using upto 6 combinations of 8 wand motions (base-8) produces 299,592 differentpossible spells. There is virtually no limit to the number of differentspells that can be created and executed in this fashion. Preferably,once a complex spell is initiated and during each further step thereof atimer is initiated by the associated active receiver module and/oreffects controller. If an additional command signal is not receivedwithin a predetermined time period (e.g. 0.5-3 seconds) the complexspell is considered “completed” and the effects controller actuates theappropriate relay to trigger whatever appropriate effect(s) correspondto the complex spell received. If the spell is incomplete or isinaccurate in any way, preferably only a “swoosh” or similar soundeffect is triggered indicating that a spell was cast but did not work.

If desired, the active receiver module or associated effects controllercan also be configured to give users audible and/or visual cues as eachcomplex spell is being cast. This is in order to help users cast complexspells and help them identify when they have made a mistake or if theyare about to cast the wrong or an unintended spell. For example, variousthemed feedback effects such as glowing lights, halo effects orescalating sound effects can be provided as each step in a complex spellis successfully completed. Again, this helps users learn the spells andunderstand where they perhaps went wrong in casting a particular spell.It also helps users discover and learn new spells by trial and errorexperimentation and by memorizing various spell sequences/commands thatare observed to produce desired effects.

Preferably, users participate and advance in an interactive magicexperience or game over time (e.g., weeks, months or years) according toa predetermined progression of gaming levels, wand levels and/orexperience levels. For example, the various RF receivers disposed withina compatible play space could be programmed so that users of Level-1wands may only be able to cast spells by actually touching their wandsto whatever object they wish to control/actuate. Users of Level-2 wandswould be able to cast simple (e.g., on/cast and off/block) spells overshort and medium range distances, but not complex spells. Users ofLevel-3 wands would be able to cast simple spells (e.g., on/cast andoff/block) and some complex spells (e.g., spells requiring up to 3 wandmotions) over short, medium and long range distances, but not morecomplex spells requiring 4 or more wand motions. Users of Level-4 wandswould be able to cast all types and varieties of simple and complexspells over short, medium and long distances using any number of wandmotions as desired. Certain “master” level users may also be able toprogram or define their own spells and share them with other users.There is no limit to the number and complexity of spells andcorresponding special effects that may be created.

Wand levels can easily be set and changed, for example, by accessing theinternal circuitry of each wand and flipping various dip switches tochange the address or coding of the internal RF/IR transmitter.Alternatively, within a play facility wand levels may be set and storedat the receiver/controller level by tracking each wand unique ID code(UPIN/UGIN) and using a computer and an indexed data-base to look up thecorresponding wand level and any other relevant gaming informationassociated with each unique UPIN/UGIN. Preferably, when a user reachesthe appropriate number of points or experience for advancement to thenext level, a special congratulatory effect is actuated and the user isthereby notified that he or she has earned additional magic powers. Ifdesired, a short graduation ceremony may be presided over by a “GrandWizard” while the user's wand is upgraded with new magic powers (e.g.,insertion of new electronics and/or adjustment of various dip switches,circuit jumpers, combinations of the same or the like).

Wand Fabrication, Assembly and Detailing

One particularly exciting and rewarding aspect of an immersiveinteractive magic experience in accordance with the present invention isproviding users with an opportunity to select, build and/or decoratetheir own magic wands. Accordingly, preferably all or most of the wandcomponents are standardized, modularized and interchangeable so thatvarious prefabricated wand components and starting materials can bestocked (e.g., in a “wizards workshop”) and individually purchased byusers to create an endless variety of unique and individualized finishedwands having evolving powers, abilities and/or aesthetics.

For the most fully immersive experience possible it is most desirablethat users are not distracted by the underlying technology that makesthe wand work, but simply enjoy the immersive fantasy experience ofpracticing, performing and mastering “real” magic using a “real” magicwand. Thus, preferably most, if not all, of the wand components aresimple in outward appearance and preferably contain no conspicuousoutward manifestations (or have only minimal outward manifestations) ofthe technology within. Wand materials and components fabricated fromnatural or simulated natural materials, such as wood, bone leather,minerals (metals) and crystals are particularly preferred, althoughcertainly not required.

The base wand component comprises the wand shaft 110. This may be ahollow plastic, wood or metal shaft provided in various materials andcolors. For beginners or entry level users, a finished wand may beconstructed by simply selecting a wand shaft 110 and then fitting itwith one or more magnetic end caps 216, as illustrated. This provides aentry level wand (Level-1) that can be used to activate a variety ofsimple effects such as illustrated and described above in connectionwith FIGS. 17A-17C. If desired, a small wood lathe 230 can be used tocreate a custom wand handle 120 fabricated from a selected wood stockand a user's choice of any one of a number of available templatepatterns. If further desired, the end of the handle may becenter-drilled to accommodate a threaded stud 121, bolt or other meansfor removably securing a selected decorative metal, wood and/or crystalknob 123 a-123 f. Such knobs may comprise, for example, any one of anumber of standard, internally threaded cabinet knobs or drawer-pullssuch as available from Emtek Products Inc. A Level-1 wand constructed inthis fashion preferably facilitates basic game play within a compatibleplay facility, but is not fully functional and, therefore, may not becapable of achieving some of the more desirable play effects or playexperiences available.

The next level wand (Level-2) would preferably include, in addition, asimple passive RFID transponder 118 inserted and secured at one endthereof. The transponder 118 provides relatively short-range RFcommunications and also stores a unique person identifier number(“UPIN”) and an optional unique group identifier number (“UGIN”). TheUPIN and UGIN may be used to identify and track individual wands andplay participants. The RFID transponder 118 also stores certaininformation identifying each play participant and/or describing certainpowers or abilities possessed by an imaginary role-play characterrepresented by the wand. These stored character attributes may be easilyand conveniently transported with the wand to various compatible playfacilities, games, video games, home game consoles, hand-held gameunits, and the like. If desired, the transponder 118 may be encapsulatedin a colored epoxy, Lucite or the like and thereby disguised as anatural crystal or mineral/stone. A Level-2 wand preferably facilitatesbasic and intermediate game play within a compatible play facility. Ithas more functionality than a Level-1 wand, but is still not fullyfunctional and, therefore, may not be capable of achieving some of themost desirable play effects or play experiences available.

The next level wand (Level-3) would preferably include, in addition, anactive RF/IR module and associated wand activation circuitry forwirelessly casting a simple spell (e.g., ON/OFF) over longer distances.For example, this would be similar to the wand 100 d, illustrated anddescribed above in connection with FIG. 12. Preferably, the wand wouldbe self powered, requiring no batteries or other replaceable internalpower source. However, if replaceable batteries are desired, they mayoptionally be encapsulated in a colored epoxy, Lucite or the like andthereby disguised and sold in the form of a natural “energy crystal” ormineral/stone. A Level-3 wand preferably facilitates basic, intermediateand some advanced game play within a compatible play facility. It hasmore functionality than a Level-1 and Level-2 wand and can cast simplespells over long distances, but is not able to cast more complex spells.Therefore, it may not be capable of achieving some of the most advancedand desirable play effects or play experiences available.

The highest level wand (Level-4) would preferably include, in addition,circuitry and/or structure(s) for selecting and casting more advancedand/or complex spells (e.g., ON/OFF, increase/decrease, UP/DOWN, changecolors, simulated levitation, or the like). For example, this would besimilar to the wands 100 f-100 h, illustrated and described above inconnection with FIGS. 14-16. Preferably, the wand would be self powered,requiring no batteries or other replaceable internal power source. ALevel-4 wand preferably facilitates basic, intermediate and all advancedgame play within a compatible play facility. It has more functionalitythan a Level-1, Level-2 and Level-3 wand and can cast a variety ofsimple or complex spells over long distances to achieve the mostadvanced and spectacular magical play effects.

Preferably, in all cases described above, the wand shaft 110, handle 120and/or knob 123 may be further decorated and/or individualized, asdesired, with various monograms, engravings, stickers, stains, custompaint and the like, to suit the tastes of each individual user. Forexample, various assembly and fabrication stations may preferably beprovided within a dedicated “workshop” area whereby wand purchasers maypersonally attend to the selection, fabrication, assembly and finaldetailing of their personal wands. Similarly, wand “kits” may also beselected, packaged and sold whereby purchasers can assemble and decoratetheir own wands in the convenience of their own home using the wandcomponents, materials and decorative elements illustrated and describedabove. FIGS. 19A-19P illustrate various examples of wands, wand handlesor grips, wand add-ons, and wand knobs that have been fabricated,assembled and detailed in a manner as described above.

RFID Tags/Transponders

Many of the preferred embodiments of the invention illustrated anddescribed above are RFID-enabled—that is, they utilize RFID technologyto electrically store and communicate certain relevant information(e.g., UPIN and UGIN, game levels, points, combinations of the same orthe like) and/or to wirelessly actuate or control various magical playeffects. RFID technology provides a universal and wireless medium foruniquely identifying objects and/or people and for wirelessly exchanginginformation over short and medium range distances (10 cm to 10 meters).Commercially available RFID technologies include electronic devicescalled transponders or tags, and reader/writer electronics that providean interface for communicating with the tags. Most RFID systemscommunicate via radio signals that carry data either uni-directionally(read only) or, more preferably, bi-directionally (read/write).

Several examples of RFID tags or transponders particularly suitable foruse with the present invention have been illustrated and describedherein. For example, in the particular preferred embodiments illustratedand described above, a 134.2 kHz/123.2 kHz, 23 mm glass transponder ispreferably selected, such as available from Texas Instruments, Inc.(http://www.tiris.com, e.g., Product No. RI-TRP-WRHP). As illustrated inFIG. 21A, this transponder basically comprises a passive (batteryless)RF transmitter/receiver chip 240 and an antenna 245 provided within anhermetically sealed vial 250. A protective silicon sheathing 255 ispreferably inserted around the sealed vial 250 between the vial and theinner wall of the tube 110 to insulate the transponder from shock andvibration. If desired, the RFID transponder 118 may be modified toprovide an optional external interrupt/disable line 260, such asillustrated in FIG. 21A and as described in more detail above inconnection with FIGS. 1 and 5.

However, those skilled in the art will readily appreciate from thedisclosure herein that the invention is not limited to the specific RFIDtransponder devices disclosed herein, but may be implemented using anyone or more of a wide variety of commercially available wirelesscommunication devices such as are known or will be obvious from thedisclosure herein to those skilled in the art. These include, withoutlimitation, RFID tags, EAS tags, electronic surveillance transmitters,electronic tracking beacons, Wi-Fi, GPS, bar coding, and the like.

Of particular interest for purposes of practicing the present inventionis the wide variety of low-cost RFID tags that are available in the formof a printed circuit on a thin, flat adhesive-backed substrate or foil.For example, the 13.56 mHz RFID tag sold under the brand name Tag-it™and available from Texas Instruments, Inc. (http://www.tiris.com,Product No. R1-103-110A) has particular advantages in the context of thepresent invention. Paper thin and batteryless, this general purposeread/write transponder is placed on a polymer tape substrate anddelivered in reels. It fits between layers of laminated paper or plasticto create inexpensive stickers, labels, tickets and badges. Tag-it™inlays have a useful read/write range of about 25 cm and contain 256bits of on-board memory arranged in 8×32-bit blocks which may beprogrammed (written) and read by a suitably configured read/writedevice.

Another RFID tagging technology of particular interest for purposes ofpracticing the present invention are the so-called “chipless” RFID tags.These are extremely low-cost RFID tags that are available in the form ofa printed circuit on a thin, flat adhesive. These tags are similar insize, shape and performance to the Tag-it™ inlays described above,except that these tags require no on-board integrated circuit chip.Chipless RFID tags can be electronically interrogated to reveal apre-encoded unique ID and/or other data stored on the tag. Because thetags do not contain a microchip, they cost much less than conventionalRFID tags. An adhesive-backed chipless RFID tag with up to 10 metersrange and 256 bits of data, can cost one tenth of their silicon chipequivalents and typically have a greater physical performance anddurability. For example, a suitable chipless RFID tag is being madeavailable from Checkpoint Systems under its ExpressTrak™ brand. Veryinexpensive chipless RFID tags (and/or other types of RFID tags) mayalso be directly printed on paper or foil substrates using variousconductive inks and the like, such as are available from Parelec Inc.under its Parmod VLT™ brand.

In the context of carrying out an interactive gaming experience, playexperience or entertainment experience, such as the type generallydisclosed and described herein, such adhesive-backed tag devices and thelike are highly advantageous. They are inexpensive, disposable, and maybe easily secured or applied to virtually any play object, wand,wristband, badge, card or the like, for electronically storing andretrieving desired user-specific or object-specific information. Suchinformation may include, for example, UPIN, UGIN, objecttype/size/shape/color, first and/or last name, age, rank or level, totalpoints accumulated, tasks completed, facilities visited, combinations ofthe same or the like. For example, FIG. 20A illustrates one preferredembodiment of a wand toy 100 i having an adhesive-backed RFID tag 322secured thereon for enabling the wand 100 i to interact with variousplay effects located within an RFID-enabled play facility or playenvironment FIG. 20B illustrates a second preferred embodiment of a wandtoy 100 j having an adhesive-backed RFID tag 322 secured thereon forenabling the wand 100 j to interact with various play effects locatedwithin an RFID-enabled play facility or play environment. Similar RFIDtags may also be applied to any of the other wands 100 a-h disclosed anddescribed herein or any other toys, play objects, jewelry, trinkets,action figures, collectibles, trading cards and generally any otheritems desired to be incorporated as part of an RFID-enabled gamingexperience.

FIGS. 20E and 20F illustrate one possible preferred embodiment of a keychain trinket 321 incorporating an RFID tag 322 suitable for use invarious RFID-enabled gaming and entertainment experiences as disclosedherein. Such RFID-enabled items not only make the overall gaming andentertainment experience more exciting and enjoyable, but they cancreate unique branding opportunities and additional lucrative revenuesources for a play facility owners/operators. Moreover, andadvantageously, character attributes developed during a play aparticipant's visit to a local play facility are stored on the tag 322.When the play participant then revisits the same or another compatibleplay facility, all of the attributes of his character are “remembered”on the tag so that the play participant is able to continue playing withand developing the same role-play character. Similarly, various videogames, home game consoles, and/or hand-held game units can be andpreferably are configured to communicate with the tag in a similarmanner as described above and/or using other well-known informationstorage and communication techniques. In this manner, a play participantcan use the same role play character he or she has developed withspecific associated attributes in a favorite video action game,role-play computer game or the like.

Trading cards incorporating RFID tags are also particularly advantageousin the context of an interactive role-playing game such as disclosedherein. For example, FIGS. 20B and 20C are front and rear views,respectively, of an optional RFID-enabled trading card 325 for usewithin an interactive gaming experience as described herein. Forexample, such RFID-enabled trading cards may be used instead of or as anadjunct to the wand 100 with RFID transponder 118 as illustrated anddescribed above in connection with FIG. 1. Each card 325 preferablycomprises a paper, cardboard or plastic substrate having a front side328 and a back side 330. The front 328 of the card 325 may be imprintedwith graphics, photos, or any other information as desired. In theparticular embodiment illustrated, the front 328 contains an image of amagical wizard character 332 in keeping with an overall magic or wizardtheme. In addition, the front 328 of the card may include any number ofother designs or information 334 pertinent to its use and application inthe game. For example, the character's special magic powers, skills andexperience level may be indicated, along with any other special powersor traits the character may possess.

The obverse side 330 of the card preferably contains the cardelectronics comprising an RFID tag 336 pre-programned with the pertinentinformation for the particular person, character or object portrayed onthe front of the card. The tag 336 generally comprises a spiral woundantenna 338, a radio frequency transmitter chip 340 and variouselectrical leads and terminals 342 connecting the chip to the antenna.If desired, the tag may be covered with an adhesive paper label 344 or,alternatively, the tag may be molded directly into a plastic sheetsubstrate from which the card is formed. Preferably, the tag 336 ispassive (requires no batteries) so that it is inexpensive to purchaseand maintain. The particular tag illustrated is the 13.56 mHz tag soldunder the brand name Taggit™ available from Texas Instruments, Inc.(http://www.tiris.com, Product No. R1-103-110A). The tag may be“read/write” or “read only”, depending on its particular gamingapplication. Optionally, less expensive chipless tags may also be usedwith equal efficacy.

Those skilled in the art will readily appreciate from the disclosureherein that a variety of trading card designs having features andadvantages as disclosed herein may be used to play a wide variety ofunique and exciting games within an RFID-enabled play facility and/orusing an RFID-enabled gaming device or game console. Alternatively,persons skilled in the art will appreciate from the disclosure hereinthat such games may be carried out using a conventional computer gamingplatform, home game console, arcade game console, hand-held game device,internet gaming device or other gaming device that includes an RFIDinterface. Advantageously, play participants can use trading cards 325to transport information pertinent to a particular depicted person,character or object to a favorite computer action game, adventure game,interactive play facility or the like. For example, a suitablyconfigured video game console and video game may be provided which readsthe card information and recreates the appearance and/or traits ofparticular depicted person, character of object within the game. Ifdesired, the game console may further be configured to write informationto the card in order to change or update certain characteristics ortraits of the character, person or object depicted by the card 325 inaccordance with a predetermined game play progression.

Advantageously, RFID-enabled character trading cards and charactertraits, including special powers, and the like, need not be static inthe game, but may change over time according to a central story or talethat unfolds in real time (e.g., through televised shows or moviesreleased over the course of weeks, months or years). Thus, a charactertrading card that may be desirable for game play this week (e.g., forits special magic powers or abilities), may be less desirable next weekif the underlying character is injured or captured in the most recentepisode of the story. Another significant and surprising advantage ofRFID-enabled trading cards is that multiple cards can be stacked andsimultaneously read by a single RFID reader even where the cards areclosely stacked on top of one another and even though the reader may behidden from view. This feature and ability creates limitless additionalopportunities for exciting game complexities, unique game designs andgaming strategies heretofore unknown.

Of course, those skilled in the art will readily appreciate from thedisclosure herein that the underlying concept of an RFID-enabled card325 and card game is not limited to cards depicting fantasy charactersor objects, but may be implemented in a wide variety of alternativeembodiments, including conventional playing cards, poker cards, boardgame cards and tokens, sporting cards, educational cards and the like.If desired, any number of other suitable collectible/tradable tokens,coins, trinkets, simulated crystals or the like may also be provided andused with a similar RFID tag device for gaming or entertainment purposesin accordance with the teachings of the present invention.

For example, RFID tag devices may be included on “magic articles” thatmay be purchased or acquired in a gaming or interactive play system. Forinstance, a user may purchase an invisibility cloak, magic beads, belts,and the like during an interactive play experience. The RFID tags may beused to communicate to a central database that a certain person haspurchased or is possession of the tagged item. The central database maythen track the tagged items and/or may cause those in possession of thetagged items to have increased “magical” skills or powers, such asadditional protection from the spells “cast” by opposing players.

RFID Readers/Writers

In accordance with another preferred embodiment of the invention variousRFID readers and associated play effects are distributed throughout anentertainment facility and are able to read the RFID tags describedherein and to actuate or control one or more effects in responsethereto. For example, the UPIN and UGIN information can be convenientlyread and provided to an associated computer, central network, displaysystem or other tracking, recording or display device for purposes ofinteracting with an associated effect and/or creating a record of eachplay participant's experience within the play facility. This informationmay be used for purposes of interactive game play, tracking andcalculating individual or team scores, tracking and/or locating lostchildren, verifying whether or not a child is inside a facility, photocapture and retrieval, and many other useful purposes as will be readilyobvious and apparent from the disclosure herein to those skilled in theart.

FIG. 21B is a simplified schematic diagram of one embodiment of an RFIDreader/writer 300 for use with the wand and RFID transponder 118 of FIG.21A. A preferred reader/writer device is the Series 2000 Micro Readeravailable from Texas Instruments, Inc. (http://www.tiris.com, e.g.,Product No. R1-STU-MRD1). As illustrated, the reader/writer 300basically comprises an RF Module 302, a Control Unit 304 and an antenna306. When the distal end of wand 100 and its internally containedtransponder 118 comes within a predetermined range of antenna 306 (about20-200 cm) the transponder antenna 245 is excited by the radiated RFfields 308 and momentarily creates a corresponding voltage signal whichpowers RF transmitter/receiver chip 240. In turn, the RFtransmitter/receiver chip 240 outputs an electrical signal responsewhich causes transponder antenna 245 to broadcast certain informationstored within the transponder 235 comprising, for example, 80 to 1000bits of information stored in its internal memory. This informationpreferably includes a unique user ID (UPIN/UGIN), magic level or rankand/or certain other items of information pertinent to the user, thewand and/or the game or play experience.

A carrier signal embodying this information is received by antenna 306of RFID reader/writer 300. RF Module 302 decodes the received signal andprovides the decoded information to Control Unit 304. Control Unit 304processes the information and provides it to an associated logiccontroller, PID controller, computer or the like using a variety ofstandard electrical interfaces (not shown). Thus, the informationtransmitted by transponder 118 and received by reader/writer 300 may beused to control one or more associated play effects through aprogrammable logic controller, for example. In one embodiment, theinformation transmitted includes data relating to the activation of thesensors 122,124 of the wand 100. In other embodiments, the transmittedinformation may include timing information, such as the duration of timethat a sensor is activated and/or the duration of time betweensuccessive activations of the sensors 122, 124. Play effects, mayinclude, for example, lighting effects, sound effects, variousmechanical or pneumatic actuators and the like.

Preferably, RFID reader/writer 300 is also configured to broadcast or“write” certain information back to the transponder 118 to change orupdate information stored in its internal memory, for example. Theexchange of communications occurs very rapidly (about 70 ms) and so,from the user's perspective, it appears to be virtually instantaneous.Thus, the wand 100 may be used to “magically” actuate and/or communicatewith various associated effects by simply touching or bringing the tipof the wand 100 into relatively close proximity with the antenna 306 ofa reader/writer unit 300.

FIG. 21C is a simplified circuit schematic of the reader/writer unit 300of FIG. 21B. The read or write cycle begins with a charge (or poweringphase) lasting typically 15-50 ms. During this phase, the RF Module 302causes the antenna 306 to emit an electromagnetic field at a frequencyof about 134.2 kHz. The antenna circuit is mainly formed by theresonance capacitor C1 and the antenna coil 306. A counterpart resonantcircuit of the transponder 118 is thereby energized and the inducedvoltage is rectified by the integrated circuit 240 and storedtemporarily using a small internal capacitor (not shown).

The charge phase is followed directly by the read phase (read mode).Thus, when the transponder 118 detects the end of the charge burst, itbegins transmitting its data using Frequency Shift Keying (FSK) andutilizing the energy stored in the capacitor. The typical data low bitfrequency is 134.2 kHz and the typical data high bit frequency is 123.2kHz. The low and high bits have different duration, because each bittakes 16 RF cycles to transmit. The high bit has a typical duration of130 μs, the low bit of 119 μs. Regardless of the number of low and highbits, the transponder response duration is generally less than about 20ms.

The carrier signal embodying the transmitted information is received byantenna 306 and is decoded by RF module 302. RF Module 302 comprisesintegrated circuitry 312 that provides the interface between thetransponder 118 and the Control Module 304 (data processing unit) of theReader/Writer Unit 300. It has the primary function and capability tocharge up the transponder 118, to receive the transponder responsesignal and to demodulate it for further digital data processing.

A Control Unit 304, comprising microprocessor 314, power supply 316 andRS232 Driver 318, handles most data protocol items and the detailed fasttiming functions of the Reader/Writer Module 300. It may also operate asinterface for a PC, logic controller or PLC controller for handingdisplay and command input/output functions, for example, foroperating/actuating various associated play effects.

Long Range Transmitter and Receiver

In many of the preferred embodiments of the invention as illustrated anddescribed herein it is disclosed to use a radio frequency (RF) and/orinfrared (IR) transmitter to send wand command signals over relativelylong range distances (e.g., 10-100 meters or more). For example, wand100A illustrated and described in connection with FIG. 7 includes aninternal RF/IR Module 150 for communicating various command signals toone or more remote RF/IR receivers and associated effects. Commandsignal receivers may be located, for example, on a remote roof orceiling surface of a compatible play facility, a retail mall,restaurant, destination resort facility or even an outdoor public playarea. Internal RF/IR Module 150 can comprise any number of small,inexpensive RF transmitters such as are commercially available fromAxcess, Inc., of Dallas, Tex. If directionality is desired, any numberof small, inexpensive infrared LED transmitters may be used, such as thetype commonly employed in television remote controls, keyless entrysystems and the like.

FIG. 22A is a schematic block diagram of a particularly preferredtransmitter module 150 adapted for use in accordance with the presentinvention. The transmitter module 150 generally comprises an RFtransmitter 358 driven and controlled by a microprocessor or ASIC 350.ASIC 350 includes address storage module 352, data storage module 354and shift register 356. Address storage module 352 includes a storedaddress or coded value, for example, in parallel bit format, that is apreselected coded value that may be uniquely associated with aparticular transmitter module 150. Address storage module 352 appliesthe address coded value to an encoder, such as shift register 356 which,when enabled, encodes the coded value by converting it from parallel bitformat to serial bit format which is applied to radio frequency (RF)transmitter 358. Similarly, data storage module 354 may include codeddata or commands provided by a user (e.g., via any of the variouscommand input circuits and structures described above in connection withFIGS. 14-16). Data storage module 354 applies the coded data values toshift register 356 which, when enabled, encodes the coded data byconverting it from parallel bit format to serial bit format which isalso applied to radio frequency (RF) transmitter 358. Radio frequencytransmitter 358 modulates the coded address and data values which isencoded in serial bit format onto a radio frequency carrier signal whichis transmitted as an RF output signal (RF_(Out)) such as via a simpleloop antenna.

Application of electrical power from an internal battery source 152 (orone or more self-generating power sources as described herein) ispreferably controlled via wand activation circuitry 115 such asillustrated and described above in connection with FIGS. 1-6. Thus,transmitter module 150, address storage module 352, data storage module354, shift register 356 and/or RF transmitter 358, are powered arepreferably only powered for a short period of time when the wandcircuitry 115 is successfully actuated and a corresponding commandsignal is to be transmitted. Those skilled in the art will recognizefrom the disclosure herein that transmitter module 150 may beimplemented in a variety of known electrical technologies, such asdiscrete electronic circuits and/or integrated circuits. Animplementation employing an integrated microprocessor or an applicationspecific integrated circuit (ASIC) 350 is shown diagrammatically in FIG.22A. Preferably, integrated circuitry technology and/or surface mountcomponentry is used to reduce the physical size of the circuit 150 suchthat it is able to fit within the relatively small cavity 116 of wandshaft 110 or handle 120 (see FIG. 1).

FIG. 23A is a schematic block diagram of receiver module 362 whichoperates in conjunction with transmitter module 150 previouslydescribed. Radio frequency command signals transmitted by transmittermodule 150 are provided as input signals (RF_(In)) to RF receiver 363which may comprise a simple tuned circuit with loop antenna (not shown).Command signals received by RF receiver 363 are applied to a decoder,such as shift register 364 which converts the coded value therein from aserial bit format to a parallel bit format. Address comparator 366receives at one input the transmitter module coded address value inparallel bit format from shift register 364 and at its other input apreselected fixed or dynamically stored coded value from address storage368. The preselected coded value from address storage 368 corresponds tothe preselected coded value of the transmitter module 150 with whichreceiver module 362 is associated or compatible. In other words, thepreselected coded value stored in transmitter address storage 352 oftransmitter module 150 is the same as or compatible with a preselectedcoded value as is stored in address storage 368 of receiver module 362with which it is associated or compatible. If the coded address value inthe received command signal matches all or a predetermined portion ofthe preselected fixed or dynamic coded value stored in address storage368, this coincidence is detected by address comparator 370 and isapplied to restart or reset receive timer 372. Receive timer 372preferably has a time-out period of, for example, 0.5-3 seconds and, ifit is not restarted or reset within this time period, it produces acommand termination signal which tells an associated controller 374 toprocess the received command signals(s) and to actuate one or morecorresponding play effects such as lighting effects 376, sound effects377 and motorized actuators 378. In other embodiments, the receive timer372 may determine the type and/or intensity of the play effect based onthe amount of time between command signals. For example, shorterdurations of time between command signals may cause higher-intensityplay effects, and longer durations of time may cause lower-intensityplay effects. Each of the functional elements of receiver module 362 andcontroller 374 receive electrical power from a suitable power source380, as illustrated.

In operation, a user activates circuitry 150 by appropriately waving ormoving the wand. This causes electrical voltage from battery 150 to beapplied across the RF transmitter module 150, thereby causing the RFtransmitter module 150 to transmit a desired command signal (RF_(Out))including coded address and optional coded data information. This signalis received and decoded by receiver module 362 as input signal(RF_(In)). The decoded transmitter address information is compared to afixed or dynamically stored coded value from address storage 368.Preferably, an immediate effect such as a pulsing light or sound isactuated by controller 374 in order to provide visual and/or aural cuesthat a command signal was received. Receive timer 372 is initiated andthe RF receiver module 362 awaits the next command signal. If no furthersignal is received before the time times out, then the spell is assumedto be complete and the controller 374 is instructed to process thereceived command signal(s) and actuate the appropriate relay(s) therebytriggering whatever appropriate effect(s) correspond to the spellreceived. Preferably, as noted above, if the spell is incomplete or isinaccurate only a “swoosh” or similar sound effect is triggeredindicating that a spell was cast but did not work. For simple spells, afixed coded value may be stored in address storage 368. For complexspells, the stored coded value may be dynamically changed to match anexpected or required series or progression of command signals.Alternatively, address storage 368 may be fixed and command signals maybe carried and communicated to controller 374 as decoded datacorresponding to data stored in data storage module 354 (FIG. 22A).

For applications supporting multiple wands (i.e., multiple RFtransmitter modules 150) within a single play space, the addresscomparator 366 of receiver module 362 is preferably configured to accepteither: (1) a range of valid “compatible” addresses from the set of RFtransmitter modules 150; or (2) any valid address from a list of validaddresses stored in address storage module 368. In the first case, eachtransmitter module 150 within a defined group of transmitter modules(e.g., all Level-1 wands) would preferably be configured to have a codedaddress value having a portion of address bits that are identical and aportion of address bits that may be unique, but unique data bits asselected by each user. The receiver module 362, upon detecting acompatible address bit sequence, decodes the data bits thereof and setsa latch selected by those particular data bits. A number of suchlatches, may be provided, for example, for recognizing anddistinguishing further such command signals originating from multipleusers and/or wands. In the second case, the receiver module 362 stores alist of specific coded values, i.e. valid addresses, in a memory, suchas memory 368, and as transmitted addresses are received, they arecompared to the valid addresses in this list. Thus, only signalstransmitted by RF transmitter modules that are on the list of validaddresses are accepted by receiver module 362. In this manner, forexample, command signals sent by Level-1 wands can be distinguished fromcommand signals sent by Level-2 wands, which can be distinguished fromLevel-3 wands, etc.

Although the transmitter module 150 of FIG. 22A and the receiver module362 of FIG. 23A are described with reference to RF technology, a skilledartisan will recognize from the disclosure herein that other types ofwireless technology may also be used. For example, FIG. 22B depicts anIR transmitter module 150′ having an IR transmitter 358′ that may beused to transmit signals such as the type commonly employed intelevision remote controls, keyless entry systems and the like. Theother components of the IR transmitter module 150′ may also be modifiedsuch that the IR transmitter module 150′ is capable of functioningsimilarly to the RF transmitter module 150 discussed with reference toFIG. 22A. In addition, FIG. 23B illustrates an IR receiver module 362′having an IR receiver 363 usable to operate with the IR transmittermodule 150′ of FIG. 22B. The other components of the IR receiver module362′ may also be modified such that the IR receiver module 363 iscapable of functioning similarly to the RF receiver module 363 discussedwith reference to FIG. 23A.

FIG. 24 is a schematic block diagram of a portion of a receiver module362″ including an embodiment of address comparator 370′ and of addressstorage 368′ particularly suited for operating with a plurality ofsimultaneously operating transmitter modules 150 or 150′. For example,blocks in FIG. 24 that are the same as blocks in FIG. 23A and describedabove are shown in phantom and are identified by the same numericdesignation as in FIG. 23A. Address storage 368′ includes addressableregisters or memory 386 in which are stored the preselected codedidentification values corresponding to the preselected codedidentification value of each of a plurality of compatible RF transmittermodules 150 desired to be operably associated with receiver 362″.Address selector 388 repetitively generates a sequence of addressesincluding the addresses of all the registers of addressable register 386within a relatively short time period less than about 50-100milliseconds. Thus the complete set of preselected stored coded valuesare applied to one input of coded value comparator 390 whereby thereceived coded identification value received and decoded at the outputof shift register 364 and applied to the other input of coded valuecomparator 390 is compared to each one of the stored coded values of theset thereof stored in addressable register 386.

Although the receiver module 362″ of FIG. 24 is disclosed with referenceto particular embodiments, a skilled artisan will recognize from thedisclosure herein a wide variety of alternative structures and uses forthe receiver module 362″. For example, the receiver module 362″ may becapable of receiving an IR signal and structured similarly to the IRreceiver module 362′ of FIG. 23B.

Comparator 370′ preferably includes a latch circuit 392 having anaddressable latch corresponding to each register in addressable register386 and that is addressed by the same address value generated by addressselector 388 to address register 386. When there is a match at theinputs of coded value comparator 390 between the received coded valueand the then produced stored coded value, the occurrence of the match isstored by setting the designated corresponding latch in latch circuit392. If received coded identification values corresponding to all of thestored fixed coded values are received and properly decoded, then all ofthe latches in latch circuit 392 will be set, thereby making a “true”condition at the inputs of AND gate 294 and causing its output to become“true”. This “true” signal from AND gate 294 resets receive timer 372,as described above in connection with FIG. 23A, and also activates areset circuit 296 to reset all the latches of latch circuit 392 so thatthe comparison sequence of received coded identification values to theset of stored fixed coded values begins again. If all of the preselectedreceived coded values are not received, then all of the latches in latchcircuit 392 are not set, the output of AND gate 294 does not become“true”, and receive timer 372 times out and issues the commandtermination signal discussed above.

FIG. 25 is a detailed electrical schematic diagram of an exemplaryembodiment of transmitter module 150 illustrated and discussed above.Electrical power is provided by one or more batteries 152 and/or otherpower sources as illustrated and described herein. This power ispreferably switched by wand activation circuit 115 and/or optional timermodule 402. Electrical power is provided via diode D2 to the transmittimer U1, such as an integrated circuit one-shot multivibrator typeLM555 available from National Semiconductor Corporation. The time-outinterval of multivibrator U1 is established by resistors R2, R3 andcapacitor C1 which need not be high precision components. When wandactivation circuit 115 is activated, a voltage is applied throughresister R1 to the gate of a transistor Q1. This causes electrical powerto be applied from battery 152 to a five-volt voltage regulator U4 suchas a type LM78L05 also available from National SemiconductorCorporation. Alternatively, the periodic output from U1 may be appliedto the gate of a transistor Q1 to the same effect (e.g., for sendingperiodic “beacon” transmissions).

Regulated voltage from regulator U4 is applied to shift register 356(pin 18) and RF transmitter 358. Shift register 356 is implemented by anencoder integrated circuit U2 such as a 212 series encoder type HT12Eavailable from Holtek Microelectronics in Hsinchu, Taiwan, R.O.C.Non-volatile address storage 352 is implemented by twelve single poleswitches in switch packages SW1 and SW2 which are set to produce atwelve-bit coded value which is applied in parallel bit format toencoder integrated circuit U2 of shift register 356. Once set by themanufacturer or the user, the preselected coded value stored in addressstorage 352 is fixed and will not change absent human intervention.However, in alternative embodiments SW2 may be replaced in whole or inpart by wand command selection circuitry such as touch switches, mercurytilt switches and the like illustrated and described above in connectionwith FIGS. 14-16. Such circuitry enables users to actively select andchange the coded data impressed upon address lines 8-10 of encoderintegrated circuit U2. Integrated circuit U2 reproduces the codedaddress and data values in pulse-width modulated serial-bit format andapplies it through diode D1 to RF transmitter 358. RF transmitter 358includes a class B biased transistor Q2 in an L-C tuned RF oscillatortransmitter coupled to a loop antenna 406 for transmitting the commandsignal coded values (address bits coded by SW1 and data bits coded bySW2) produced by encoder U2.

Transmitter module 150 need only employ a small antenna such as a smallloop antenna and is not required to have optimum antenna coupling. In atypical embodiment, with a transmitter frequency of about 915 MHZ, atransmitter peak power output of less than or equal to one milliwattproduces a transmission range R of about 20-30 meters. Other frequenciesand power levels may also be employed. The low transmitter power isparticularly advantageous in that it allows the size of transmittermodule 150 to be made very small.

FIG. 26 is an electrical schematic diagram of an exemplary embodiment ofreceiver module 362 illustrated and discussed above. Power is suppliedby a voltage source 410 which can be either a battery or a DC powersupply. Voltage from voltage source 410 is regulated by voltageregulator circuit U3 such as type LM78L05 to produce a regulated +5 voltpower supply for the functional blocks of receiver module 362. Inoperation, command signals transmitted from transmitter modules arereceived at loop antenna 412 and applied to RF receiver 363 including areceiver sub-circuit integrated circuit U8 such as type RX-2010available from RF Monolithics in Dallas, Tex. The identification signal,including the twelve bit coded value in serial-bit format is coupledfrom the output of receiver sub-circuit U8 to shift register decoder andaddress comparator 364/366 which are implemented in an integratedcircuit U5, such as a 212 series decoder type HT12D also available fromHoltek Microelectronics. Decoder U5 converts the coded value inserial-bit format to parallel-bit format and compares that receivedcoded value to the preselected stored coded fixed reference value inparallel bit format determined, for example, by the positions of thetwelve single pole switches in switch packages SW3, SW4 of addressstorage module 368.

Receive timer 372 is implemented by one-shot timer integrated circuit U6a such as type 74123N and D-flip flop U7 a such as type 74HC74D, both ofwhich are available from National Semiconductor Corporation of SantaClara, Calif. When comparator 366 detects a match between the receivedcoded value from transmitter module 150 and the coded value stored inaddress storage 368 it resets one-shot timer U6 a. If one-shot timer U6a is not again reset within the time determined by timing resistor R8and timing capacitor C9, U6 a then sets flip-flop U7 a and its Q outputbecomes low thereby applying a voltage input to controller 374signifying the end of a transmitted simple or complex spell. Controller374 then processes the received command signal or signals (e.g., storedin a stack register) and appropriately operates one or more associatedplay effects 376.

Those skilled in the art will appreciate that the switch positions ofthe twelve switches SW1, SW2 of transmitter module 150 correspond to theswitch positions of the corresponding twelve switches SW3, SW4 ofreceiver module 362. These preset values may be fixed or dynamic, asdiscussed above. The twelve-bits available for storing coded values maybe apportioned in a convenient way, for example, into an address portionand into a data portion. For example, the twelve-bit coded value can beapportioned into a ten-bit address portion (1024 possible combinations)and a two-bit data portion, which would accommodate up to four differenttransmitter command signals. If desired, the ten-bit address portion canbe further divided into various logical portions representing, forexample, the designated wand level (e.g., 1, 2, 3 or 4), specialacquired magic powers or skills, experience levels and the like. Thiscoded data would preferably be shared and coordinated between alltransmitter modules 150 and receiver modules 362 such that each wandeffectively would have its own unique powers and abilities asrepresented and identified by the coded address data. Thus, certainreceivers and associated play effects would not be actuated by certainwands unless the address coding of the transmitter module thereof iscoded with the appropriate matching data. In addition, the timingbetween received signals may be used to determine the appropriate playeffect or intensity of a play effect caused by operation of the wand100. Persons skilled in the art will recognize also that recoding oftransmitter modules is a convenient way to provide for advancement ofgame participants within an interactive gaming experience. For example,this can be accomplished manually (e.g., by flipping dip switchesSW1/SW2) or automatically/wirelessly (e.g., via RF programmable codelatching circuitry, not shown).

While the foregoing embodiments have been described in terms of a radiofrequency (RF) transmission between a transmitter module 150 andreceiver module 362, various alternative embodiments could also readilybe implemented such as, for example, replacing (or complimenting) RFtransmitter and receiver set (358, 363) with an appropriately selectedinfrared (IR) transmitter and receiver set or a laser or light system.The IR or laser system would have particular advantage where, forexample, it is desired to provide directional control of a transmittedcommand signal such as may be useful for directional spell casting,target practice, and wand-based shooting galleries.

Light-Activated Interactive Play System

For example, FIG. 27 illustrates an exemplary embodiment of alight-activated interactive play system 414 for use with embodiments ofthe invention utilizing laser technology. As shown in FIG. 27, theinteractive play system 414 comprises the magic wand 100 having a lightemitting module 416, a display device 418, an image preparation device420, a camera 422, and a control system 423.

The light emitting module 416 of the wand 100 advantageously emits adirectional signal, such as, for example, visible or infrared light. Inone embodiment, the light emitting module 416 comprises a semiconductorlaser. The signal output from the light emitting module 416 is emittedfrom an end opening of the wand 100 in a direction substantiallyparallel to the wand body. The signal may be generated from particularmotions of the wand 100, as described herein, or from other input fromthe user.

In one embodiment, the user operates the wand 100 such that the signalemitted from the light emitting module 416 is directed to the displaydevice 418. The display device 418 may comprises any device, apparatusor medium usable to intercept, reflect, and/or capture the signalemitted from the light emitting module 416 at an arbitrary position onthe display device. In one embodiment, the display device 418 comprisesa screen. In other embodiments, the display device 418 may comprise awall, a mist, a door, a transparent surface, or the like.

Furthermore, the illustrated interactive play system 414 comprises theimage preparation device 420, which operates to cause at least one imageto appear on the display device 418. In one embodiment, the imagepreparation device 420 projects a video image and/or a still image ontothe display device 418. For example, the image preparation device 420may comprise a video projector, an LCD projector, or the like. In otherembodiments, the image preparation device 420 may comprise multipledevices usable to project or to cause an image to appear on the displaydevice 418. A skilled artisan will recognize from the disclosure hereina wide variety of objects, characters, and/or images that may beprojected on the display device 418. For instance, the image preparationdevice 420 may project the image of mythical creatures, such as a dragonor a unicorn; magical objects, such as a flying carpet; or fantasycharacters, such as a wizard or an elf; combinations of the same or thelike.

In the illustrated embodiment, the display device 418 comprises atranslucent material and is arranged in front of the image preparationdevice 420. In such an arrangement, the user's view of the imagepreparation device 420 may be partially or entirely obstructed by thedisplay device 418. In other embodiments, the image preparation device420 may be located near, to the side of, or in front of the displaydevice 418 so long as an image may appear on the display device 418. Inyet other embodiments, the image preparation device 420 is electricallycoupled to the display device 418 through a wired or wirelesstransmission medium so as to cause images to appear on the displaydevice.

In an embodiment, the camera 422 is directed at the display device 418and advantageously captures, detects and/or records the arbitraryposition of the signal emitted from the light emitting module 416 as thesignal is intercepted by the display device 418. For example, the camera422 may comprise a high-speed still camera or a specialized video cameraused to take periodic or continuous photographs of a surface of displaydevice 418. In an embodiment of the invention in which the lightemitting module 416 outputs an infrared signal, the camera 422 isconfigured to record the infrared signal as it is intercepted by thedisplay device 418. The camera 422 advantageously outputs a signal basedon the captured image data to the control system 423, which capturedimage data includes information indicative of the position of the signaloutput by the light emitting module 416. In yet other embodiments,multiple cameras 422 are used in the interactive play system 414 tocapture, detect, or record the position of the light emitting modulesignal as it is intercepted by the display device 418. For example,multiple cameras 422 may be directed at different sections of thedisplay device 418 and/or may record or capture data from differentangles.

In one embodiment, the control system 423 advantageously communicateswith at least the image preparation device 420 and the camera 422. Forexample, the control system 423 may comprise a general purpose or aspecial purpose processor. However, an artisan will recognize that thecontrol system 423 may comprise an application-specific integratedcircuit (ASIC) or one or more modules configured to execute on one ormore processors.

The control system 423 receives and processes the image data receivedfrom the camera 422. In one embodiment, the control system 423 analyzesthe position and/or movement of the signal from the light emittingmodule 416 to determine modifications to be made to the subsequentimages to be produced by the image preparation device 420. For example,the control system 423 may determine from the image data that a user hascast a certain “spell” by motioning the wand 100, and therefore thelight emitting module 416, in a particular recognizable pattern. Thecontrol system 423 may make this determination by tracking themovement(s) of the light emitting module signal across the displaydevice 418, which movement is recorded in the image data output from thecamera 422.

For example, the control system 423 may initially command the imagepreparation device 420 to project an image of a brick wall onto thedisplay device 418. The user, who sees the image of the brick wall,points his or her wand 100 toward the brick wall such that the lightemitting module 416 outputs a signal, such as a red dot caused by alaser, onto the brick wall (and the display device 418). The user thenmotions the wand in a particular pattern, such as is described herein,to cause a desired motion of the red dot across the display device 418.The camera 422 records this movement in its image data, which is outputto the control system 423 for processing. If the control system 423determines from the image data that a certain spell has been cast, suchas a “move wall” spell, the control system 423 causes the imagepreparation device 420 to project an image of the wall disappearing ormoving out of the path or view of the user.

Although the interactive play system 414 is disclosed with reference toparticular embodiments, a skilled artisan will recognize from thedisclosure herein a wide variety of alternatives usable with the system414. For example, the display device 418 may comprise a large liquidcrystal display (LCD) screen coupled to an image preparation device 420comprising a digital video source, such as a memory. Furthermore,sensors, such as optical or infrared sensors, usable to detect theposition and/or movement of the light emitting module signal may be usedin place of, or in combination with, the camera 422.

In yet another embodiment, the control system 423 may be incommunication with a central system or database and/or various receiverscapable of causing one or more play effects. Thus, the control system423 may, in response to the signal emitted from the light emittingmodule 416, control or cause play effects other than modifications tothe image on the display device 418. For example, the control system 423may command a light to turn on or a book to open based on the signalcaptured by the camera 422.

FIG. 27A depicts yet another embodiment of an interactive system for usewith light-activation. As shown, a light-activated interactive playsystem 414′ includes similar components as the interactive play system414 of FIG. 27. In particular, the illustrated interactive play system414′ includes the camera 422 that advantageously captures, detectsand/or records the position of a signal emitted from the light emittingmodule 416 of the wand 100. In one embodiment, the camera 422 is locatedwithin a substantially enclosed area, such as, for example, a room, anddetects the signal emitted from the light emitting module 416 within theroom and/or directed at objects or effects within the room. In otherembodiments, multiple cameras 422 are located within a single room.

The camera 422 communicates with a control system 423′. Similar to thecontrol system 423 of FIG. 27, the control system 423′ receives andprocesses the image data received from the camera 422. For example, thecontrol system 423′ may analyze the position and/or movement of thesignal from the light emitting module 416 within a room. In oneembodiment, the control system 423′ advantageously communicates with oneor more effects, such as through wired or wireless communications, tocontrol or trigger the effects based on the image data from the camera422. For example, as illustrated in FIG. 27A, the interactive playsystem 414′ includes effects such as a chair 424, a bookshelf 425 havingat least one book 426, and a magic hat 427 with flowers 428.

An embodiment of a method for interactive game play will now bedescribed with reference to FIG. 27A. A user or game participant entersa room having the interactive system 414′. The user then maneuvers hisor her wand 100 such that the light emitting module 416 emits its signalin a certain direction and/or pattern, which signal is captured by thecamera 422. The control system 423′ then receives image data from thecamera 422 that includes information relating to the position and/ormovement of the signal within the room. Using this image data, thecontrol system 423′ triggers and/or controls at least one specialeffect.

For example, in one embodiment, if the user directs the signal from thelight emitting module 416 toward the chair 424, the control system 423′causes the chair to “levitate” or to move. If the user directs thesignal from the light emitting module 416 toward the bookshelf 425, thecontrol system 423′ may cause the book 426 to move or to open. If theuser directs the signal from the light emitting module 416 toward themagic hat 427, the control system 423′ may cause the flowers 428 toappear. Each of these described special effects may be controlled byassociated effects controllers, such as motors and/or processors, thatare in communication with the control system 423′. In addition, askilled artisan will recognize from the disclosure herein a wide varietyof special effects usable with the interactive system 414′. For example,the control system 423′ may trigger a cuckoo clock, a light to turn on,an inanimate object to speak, and so forth.

In yet other embodiments of the invention, the user performs apredetermined pattern or movement of the wand 100 to initiate a “magicspell.” The movement of the wand 100 causes a corresponding movement ofthe signal emitted by the light emitting module 416, which signal iscaptured by the camera 422. The control system 423′ then processes theimage data received from the camera 422 to determine which “spell” wascast and to cause or trigger the special effect(s) associated with theparticular spell.

Competitive Games and Play Effects

It will be apparent to those skilled in the art from the disclosureherein that the invention disclosed and described herein facilitates aplethora of new and unique gaming opportunities and interactive playexperiences heretofore unknown in the entertainment industry. In oneembodiment the invention provides a unique play experience that may becarried out within a compatible play facility, retail space and/or otherfacility utilizing a wand as disclosed and described herein. With a wandor other similarly enabled device, play participants can electronicallyand “magically” interact with their surrounding play environment(s) toproduce desired play effect, thereby fulfilling play participants'fantasies of practicing, performing and mastering “real” magic.

For example, FIG. 28 illustrates one preferred embodiment of awand-actuated play effect comprising a player piano 429 that is adaptedto be responsive to or controlled by an RF command signal transmitted bymagic wand toy 100. Those skilled in the art will readily appreciatethat an RF receiver and associated controller, such as disclosed anddescribed herein, can easily be concealed within the piano 429 and/or inthe vicinity thereof such that it electronically interfaces with anddirects various selected control circuitry associated with the piano429. These may include, for example, circuitry for controlling: poweron/off, song selection, playing speed and volume, instrument selectionand special sound effects, sound sampling, combinations of the same orthe like. In operation, user 430 would waive the wand 100 in accordancewith one or more specific learned motions selected by the user toachieve a desired effect (e.g., piano on/off, play next song,speed-up/slow down, change piano sound, combinations of the same or thelike.). Most preferably, the wand 100 contains internal activationcircuitry, such as described herein, such that the wand may be activatedby the motion induced thereon by a user and so that actuation andcontrol of the special effect appears to be, and has the feeling to user430 of being, created by “real” magic.

FIG. 29 illustrates another preferred embodiment of a wand-actuated playeffect comprising magical or “enchanted” bookshelves 436. Thebookshelves contain multiple shelves of simulated or real books 438 thatare controlled by one or more concealed actuators. The actuators arepreferably positioned and arranged such that, when actuated, they causeone or more selected books to move, vibrate or levitate. Again, thoseskilled in the art will readily appreciate that an RF receiver and/orassociated controller, such as disclosed and described herein, caneasily be concealed within the bookshelves 436 and/or in the vicinitythereof. Movement and vibration of selected books can be provided, forexample, by various linear stepper-motor actuators associated with oneor more of the books 438. Each actuator may be controlled, for example,by a magnetic reed switch closure hidden behind the binder of each book.As a user 430 lightly touches the binder of each book with amagnetically-tipped wand 100 the associated reed switch (not shown) isclosed, connecting power to an associated vibrator/actuator. Then, asthe user 430 waives the wand 100 in one or more particular ways theselected book appears to vibrate or move as if it is being lifted orcontrolled by the magic wand 100. More spectacular effects may include,for example: (i) an effect that causes all or some of the books 438 tovibrate or move violently, randomly and/or in a rhythmic pattern (e.g.,as if dancing); (ii) an effect that causes one or more books to appearas if floating or levitating; (iii) an effect that causes all or some ofthe books to magically rearrange themselves; (iv) an effect that causesone or more selected books to talk or tell stories; and (v) an effectthat causes two or more books to appear to have a quarrel, argument ordebate (e.g., about an interesting historical fact or event). Some orall of these larger, more spectacular effects may be, and preferablyare, restricted to only users 430 who possess and have learned to use,for example, a Level-3 wand or above. Thus, for example, a goal-orientedor object-driven, interactive game may be provided wherein playparticipants compete with one another to learn and master certain gametasks in order to achieve successively more challenging goals orobjectives and to thereby earn additional powers, spells, abilities,points, special recognition and/or other rewards within the context ofan overall game experience. Preferably, in each case and regardless ofthe level of wand used, actuation and control of the special effectappears to be, and has the feeling to user 430 of being, created by“real” magic. Of course, many other possible fun and/or exciting specialeffects will be readily apparent and obvious from the disclosure hereinto persons skilled in the art.

FIG. 30 illustrates another preferred embodiment of a wand-actuated playeffect comprising a water fountain 440 having one or more associatedwater features 442 responsive to or controlled by an RF command signaltransmitted by one or more wands 100. An RF receiver and associatedcontroller, such as disclosed and described herein, can easily be placedwithin an associated fountain control system or panel, electronicallyinterfacing therewith to direct or control various selected fountainfeatures or functions. These may include, for example, on/off control ofwater flow, fountain lighting, special water features 442, combinationsof the same or the like. In operation, one or more users 430 would waivetheir wands 100 in accordance with one or more specific learned motionsselected by each user to achieve a desired effect (e.g., fountain on,next water feature, increase/decrease water feature, change lightingintensity/color, or the like). Most preferably, each wand 100 containsinternal activation circuitry, such as described herein, such that eachwand may be activated by the motion induced thereon by each user and sothat actuation and control of the special effect appears to be, and hasthe feeling to users 430 of being, created by “real” magic.

FIGS. 31A and 31B are time-lapsed schematic illustrations of a preferredembodiment of a play facility or play center constructed in accordancewith the present invention. The play facility may comprise a familyentertainment center, retail entertainment space, arcade, theme park,destination resort, restaurant, or the like, themed as a magic trainingcenter or any variety of other suitable themes as may be desired. Theplay facility preferably comprises multiple wand-actuated play effects400, such as talking animals 452, magic hats 454, crystal balls 456,enchanted books 458, and various shooting-gallery-style pop-up targeteffects 460, 462. These may be physical play objects configured withspecial effects, as illustrated, and/or they may be graphical orcomputer-generated images displayed, for example, on one or moreassociated computer monitors, TV monitors, DVD display monitors, orcomputer gaming consoles and the like. Those skilled in the art willreadily appreciate from the disclosure herein that all of these effectsand many other possible play effects may be actuated or controlled bywand 100 using one or more RF receivers, RFID reader/writers and/ormagnetic reed switches, as disclosed and described above.

Some interactive play effects 400 may have simple or immediateconsequences, while others may have complex and/or delayed consequencesand/or possible interactions with other effects. Some play effects 400may local (short range) while other effects may be remote (long range).Each play participant 430, or sometimes a group of play participantsworking together, preferably must experiment with the various playeffects using their magic wands 100 in order to discover and learn howto create one or more desired effect(s). Once one play participantfigures it out, he or she can use the resulting play effect to surpriseand entertain other play participants. Yet other play participants willobserve the activity and will attempt to also figure it out in order toturn the tables on the next group. Repeated play on a particular playelement can increase the participants' skills in accurately using thewand 100 to produce desired effects or increasing the size or range ofsuch effects.

Most preferably, a live-action object-oriented or goal-oriented,interactive game is provided whereby play participants compete with oneanother (and/or against themselves) within a compatible play space tolearn and master certain play effects and game tasks in order to achievesuccessively more challenging goals or game objectives and to therebyearn additional powers, spells, abilities, points, special recognitionand/or other rewards within the context of an overall game experience.For example, play participants can compete with one another to see whichparticipant or group of participants can create bigger, longer, moreaccurate or more spectacular effects. Other goals and game objectivesmay be weaved into an entertaining story, such as a magical quest ortreasure hunt in which play participants immersed. The first task may beto build a magic wand. The next task may be to learn to use the magicwand to locate an open a secret treasure box filled with magical secrets(e.g., various spell formulas or magical powers). The ultimate goal maybe to find and transform a particular frog (identified by, e.g., secretmarkings or other secret characteristics) into a prince/princess. Ofcourse, many other gaming and theming possibilities and possible anddesirable. Optionally, various “take home” play effects can also beprovided for the purpose of allowing play participants to continue themagical experience (and practice their skills) at home.

In one preferred embodiment, a user 430 would preferably point and/orwaive the wand 100 in accordance with one or more specific learnedmotions or “spells” selected to achieve a desired effect on one or moreselected objects. For example, as illustrated in FIG. 31B, one spell maycause rabbit 452 to talk; another spell may cause hat 454 to magicallysprout flowers 464; another spell may cause book 458 to open with a frog466 jumping out; another spell may cause an image of a wizard 468 tomagically appear (with optional sound and lighting effects) withincrystal ball 456; another spell may cause candle 462 to magically lightitself with a pop-up flame 470. Most preferably, wand 100 containsinternal activation circuitry, such as described herein, such that thewand may be activated by the motion induced thereon by user 430 and sothat actuation and control of the special effect appears to be, and hasthe feeling to users 430 of being, created by “real” magic. To provideadded mystery and fun, certain effects 400 may be hidden such that theymust be discovered by play participants. If desired, various clues canbe provided such as, for example, part of a magical mystery game.

In each of the play effects described above, it is possible, and in manycases desirable, to provide additional control interlocks so thatmultiple input signals are required to actuate a given desired effect.For example, a proximity sensor may be provided associated with a giveneffect and electronically interlocked with the effect controller suchthat the effect cannot be operated if the proximity sensor is not alsoactuated. This could help reduce inadvertent or random actuation of thevarious effects. Similarly, voice activated controls and voicerecognition software could also be implemented and interlocked with theeffect controller so that, for example, a user 430 would need to say aparticular “magic” word or phrase while waiving the magic wand 100 inorder to actuate a desired effect.

As mentioned, the proximity sensor may be used to provide a “hover”effect that is indicative of the initialization of a control interlock.For example, when a proximity sensor in the wand 100 is moved with aparticular distance of a receiver and/or effects controller, a “hover”effect occurs, such as, for example, the turning on of a light, themovement or vibration of an object, or any other perceptible signal(visual or audible) that notifies the user that a play effect may beinitiated. This “hover” effect may notify the user that a spell may becast so as to cause one or more effects.

In other embodiments, an RFID reader is preferably interlocked with oneor more effects controllers in order to provide more precise control ofvarious effects and also improved tracking of game progress, points, orthe like. For example, one or more objects or targets 452, 454, 456,458, 462 can be selected at close range using an RFID transponder andassociated RFID reader. Once all such desired objects have beenselected, the long range RF capabilities of the wand 100 can be used tocontrol all of the selected objects/effect simultaneously. Those skilledin the art will readily appreciate from the disclosure herein thatsimilar functionality can be easily provided with various magnetic reedswitches and the like provided in association with each object ortarget. If desired, various pop-up targets 462 and the like may bearranged in a shooting gallery 460 whereby a user 430 can practiceaiming the wand 100 and casting various spells at one or more desiredtargets 462. In this case the wand 100 preferably is adapted to senddirectional signals, such as infrared or laser, instead of or inaddition to RF signals as described herein.

FIGS. 32A-D illustrate one preferred embodiment of a wand-actuated game500 having unique features and benefits in accordance with the presentinvention. The game 500 basically comprises a 3×7 grid of lightedsquares (including optional visual graphics and/or sound effects) thatare controlled by a game effects controller (not shown) and one or moreRF receivers (not shown). Those skilled in the art will readilyappreciate and understand from the disclosure herein how to set up andprogram a game controller and/or one or more RF receivers as disclosedand described herein so as to achieve the game functionality and variouseffects as will be described herein below. Preferably, one RF receiver(or IR receiver, RFID receiver, or the like) is provided for each playparticipant 430 so that command signals from each player can bedistinguished. For example, multiple RF receivers may be directionallyfocused or range-adjusted so as to receive RF command signals only froma selected corresponding player 430 a or 430 b.

Individual squares within a defined playing field 504 are preferably litor dimmed in a timed sequence in response to one or more predeterminedRF command signals (“spells”) received from one or more RF-enabled wands100. Preferably, special 3×1 arrays of squares 510 a, 510 b (labeled1-2-3) are provided at opposite ends of a playing field 504 and areadapted to respond to a signal imposed by, for example, the presence,proximity or weight of play participants 430 a, 430 b, as they stand oneach square. These special squares may be raised or otherwisedifferentiated, as desired, to indicate their special function withinthe game 500. Actuating individual squares within arrays 510 a and 510 b(e.g., by stepping or standing on them) allows play participants 430 a,430 b to select a corresponding column of squares in the playing field504 in which they may desire to launch an attack, counterattack ordefense using various learned spells or incantations. Spells may beactuated, for example, by waiving wand 100 in one or more particularlearned motions selected to produce a desired play effect or spell. Aninfinite variety of such spells are possible as described above.

Preferably, when a spell is successfully cast by a player 430 a or 430b, the first square immediately in front of the player lights up or isotherwise controlled to produce a special effect indicating that a spellhas been cast. Other squares in the same column are then preferably litin a timed sequence or progression moving toward the opposing player(see, e.g., FIGS. 32B and 32C). Most preferably, the lighting effectsfor each square and/or other associated special effects are controlledor varied in a way to indicate the type of spell cast (e.g., a fire ballspell, ice spell, transforming spell, or the like). For example, variouscolors or patterns of lights may be used to indicate each spell.Alternatively, various graphic images and/or associated sound effectsmay be used to indicate each spell. These may be displayed, for example,on an overhead TV or associated computer monitor (not shown).

When an opposing player perceives that a spell has been cast and ismoving toward him, that player (e.g., player 430 b in FIG. 32B) attemptsto quickly identify the type of spell and to cast in the same column acounter-measure or “blocking spell” in an attempt to neutralize or blockthe advancing spell (see, e.g., FIG. 32C). The blocking spell may becast, for example, using the same particular wand motion or series ofwand motions used to cast the “forward spell”, except with a “block”command added. Thus, a blocking spell is launched toward the advancingspell, as indicated by a progression of lighted squares and/or othereffects controlled in a similar fashion as described above. If theblocking spell is effective (i.e., properly selected and executed), thenthe advancing spell is neutralized and the lighted column of squares iscleared (see, e.g., FIGS. 32C and 32D). If the blocking spell isineffective, then the advancing spell continues until it reaches the endof the column. Preferably, whenever a spell reaches the opposing side,points and/or other gaming advancements are awarded to the successfulplayer. These may vary, for example, depending upon the difficulty levelof the spell, the experience level of the opposing player, and the like.In one particularly preferred embodiment, successful players arerewarded (and unsuccessful players are punished) by allowing certainspells to “capture” or disable the opposing player's special square ineach corresponding column (see., e.g., FIG. 32D). Once all of a player'sspecial squares 510 a, 510 b have been captured or disabled the game isended.

Preferably, the speed of game play progresses and becomes faster andfaster as game play continues (e.g., spells move faster). In thismanner, the game 500 continually challenges game participants to improvetheir reaction speed and spell accuracy. The game also encouragesplayers to learn and master more difficult or complex spells, as thesewill be typically be harder and take longer for an opponent tosuccessfully block. Certain additional spells or advanced commands mayalso be provided for speeding up a spell or slowing down an advancingspell. Any infinite variety and possibility of other spells and gameplay nuances are possible and desirable in accordance with thefundamental aspects of the invention disclosed and described herein.

Those skilled in the art will also recognize from the disclosure hereinthat the game 500 is not limited to use with RF-enabled input devices,such as wands, cards, tokens and the like, as described herein.Alternatively, the game 500 may be readily adapted and used with a widevariety of other input devices, including, without limitation, RFIDtracking, magnetic actuators, joysticks, push-buttons, computer mouse orkeypad, foot pedals, motion sensors, virtual-reality gloves and thelike, proximity sensors, weight sensors, or the like. Similarly, thegame 500 is not limited to use with a magic theme, but may beimplemented in a wide variety of other suitable themes such as, withoutlimitation, war games, martial arts, “shoot-out” games, alien invasion,memory games, board games, educational games, trivia games, strategygames, and the like. It is also specifically contemplated that the game500 may be expanded or modified to accommodate 3 or more players. Forexample, a six-sided game field accommodating up to six differentplayers may easily be implemented using a similar playing field made upof hexagonal “squares”.

Master System

In addition, a skilled artisan will recognize from the disclosure hereinthat the foregoing competitive games and/or play effects may use acentral or master system to coordinate, control, and/or monitor thestatus of the games or effects in a particular area. For example, acentral database may be used to monitor the skill levels of all thosewho are participating in the competitive game in a particular location.In other embodiments, the central system may comprise a centralizedcomputer network that monitors the operation of each wand 100 (e.g., theplay effects caused by operation of the wand) within a particular area.In yet other embodiments, the wands 100 may automatically downloadinformation from the central system.

Although this invention has been disclosed in the context of certainpreferred embodiments and examples, it will be understood by thoseskilled in the art that the present invention extends beyond thespecifically disclosed embodiments to other alternative embodimentsand/or uses of the invention and obvious modifications and equivalentsthereof. Thus, it is intended that the scope of the present inventionherein disclosed should not be limited by the particular disclosedembodiments described above, but should be determined only by a fairreading of the claims that follow.

1. An interactive play system for simulating magical effects, the playsystem comprising: a wand having an elongated body including distal andproximal ends, said wand further comprising a light emitting moduleconfigured to output a first signal from at least one of said distal andproximal ends; a display device capable of receiving the first signal atarbitrary positions on the display device; an image generator configuredto cause at least one image to appear on said display device; at leastone camera directed toward at least a portion of said display device andconfigured to output image data indicative of said arbitrary positionsof the first signal; and control circuitry in communication with saidimage generator and said at least one camera, wherein said controlcircuitry is further configured to process said output image data torecognize the arbitrary positions, and wherein said control circuitry isconfigured to cause said image generator to modify said at least oneimage based on the arbitrary positions.
 2. The interactive play systemof claim 1, wherein the light emitting module comprises a laser.
 3. Theinteractive play system of claim 2, wherein the laser comprises asemi-conductor laser.
 4. The interactive play system of claim 1, whereinthe display device comprise a screen.
 5. The interactive play system ofclaim 4, wherein the screen is a liquid crystal display (LCD).
 6. Theinteractive play system of claim 1, wherein the display device comprisesa wall.
 7. The interactive play system of claim 1, wherein the imagegenerator comprises a video projector.
 8. The interactive play system ofclaim 1, wherein the at least one camera comprises a video camera. 9.The interactive play system of claim 1, wherein modifying said at leastone image comprises causing a movement of said at least one image. 10.An interactive play system comprising: an orientation-sensitive toydevice configured to output a directional wireless signal, wherein saidwireless signal is receivable by a display medium at an arbitraryposition; an image generating device configured to display at least oneimage on said display medium; a camera configured to output image dataindicative of the arbitrary position on the display medium; and aprocessor in communication with said camera to receive said output imagedata, wherein said processor is further configured to recognize fromsaid output image data at least one change in location of the arbitraryposition, and wherein said processor is coupled to said image generatingdevice and configured to cause at least one modification to said imagebased on the at least one change in location of the arbitrary position.11. The interactive play system of claim 10, wherein theorientation-sensitive toy device comprises a motion-sensitive toydevice.
 12. The interactive play system of claim 10, wherein the toydevice comprises a triggerless device.
 13. The interactive play systemof claim 12, wherein the toy device comprises a wand.
 14. Theinteractive play system of claim 10, wherein the directional wirelesssignal comprises an infrared signal.
 15. The interactive play system ofclaim 10, wherein the directional wireless signal comprises a laser. 16.The interactive play system of claim 10, wherein the display mediumcomprises a screen.
 17. The interactive play system of claim 10, whereinthe display medium comprises a mist.
 18. The interactive play system ofclaim 10, wherein the camera comprises a still camera.
 19. Theinteractive play system of claim 10, wherein the camera comprises avideo camera.
 20. The interactive play system of claim 10, wherein thedisplay medium intercepts said wireless signal at said arbitraryposition.
 21. A method of manufacturing an interactive game play systemfor simulating one or more magical effects, the method comprising:providing an orientation-sensitive toy device comprising a lightemitting module capable of outputting a directional wireless signal;providing an image generating device capable of displaying at least oneimage on a display medium; providing at least one sensing device capableof detecting an arbitrary position of said wireless signal, wherein saidarbitrary position corresponds to a location on the display medium wherethe display medium intercepts said first signal; and providing controlcircuitry capable of communication with the image generating device andthe at least one sensing device, wherein said control circuitry iscapable of recognizing at least one movement of the arbitrary position,and wherein said processor is also capable of outputting at least onecontrol signal causing said image generating device to modify said imagebased on the at least movement of the arbitrary position.
 22. The methodof claim 21, wherein the at least one sensing device comprises a camera.23. The method of claim 21, wherein the at least one sensing devicecomprises an optical sensor.
 24. The method of claim 23, wherein theoptical sensor is an infrared sensor.
 25. The method of claim 21,wherein the orientation-sensitive toy device comprises amotion-sensitive toy device.
 26. The method of claim 25, wherein themotion-sensitive toy device comprises a wand.
 27. The method of claim21, wherein the light emitting module comprises a laser.
 28. The methodof claim 21, wherein the image generating device comprises a videoprojector.
 29. The method of claim 21, wherein the directional wirelesssignal comprises an infrared signal.
 30. A method of interactive gameplay, said method comprising: displaying a first image on a displaymedium; sensing a plurality of arbitrary positions of a directionalwireless signal, wherein said arbitrary positions correspond tolocations on said display medium where said display medium receives saidfirst signal; and generating a plurality of image data signalsindicative of said plurality of arbitrary positions; processing theplurality of said image data signals to recognize said plurality ofarbitrary positions; and causing a modification of said first imagebased at least in part on said plurality of arbitrary positions.
 31. Themethod of claim 30, wherein said act of sensing is performed by acamera.
 32. The method of claim 30, wherein said act of sensing isperformed by an optical sensor.
 33. The method of claim 32, wherein theoptical sensor is an infrared sensor.
 34. The method of claim 30,wherein the directional wireless signal comprises an infrared signal.35. The method of claim 30, wherein the directional wireless signalcomprises a laser.
 36. The method of claim 30, wherein said act ofprocessing further comprises: recognizing a first arbitrary position ofthe plurality of arbitrary positions; recognizing a second arbitraryposition of the plurality of arbitrary positions; and recognizing adifference between the location of the first arbitrary position on thedisplay medium and the location of the second arbitrary position on thedisplay medium.
 37. The method of claim 30, wherein said act of causinga modification of said first image comprises causing a movement of saidfirst image.
 38. A toy device for use in interactive game play, said toydevice comprising: an elongated body having distal and proximal ends; awireless transmitter; a first motion-sensitive element and a secondmotion-sensitive element each coupled to said body, wherein said firstand second motion-sensitive elements are configured to generaterespective first and second signals in response to movement of said bodyin at least one direction; and a processor in communication with saidfirst and second motion-sensitive elements so as to receive said firstand second signals, wherein said processor is configured to determine aduration of time between receiving the first signal and receiving thesecond signal, and wherein said processor is further configured to causethe wireless transmitter to output a third signal based on said firstsignal, said second signal and said duration of time, said third signalbeing adapted to trigger or control at least one effect.
 39. The toydevice of claim 38, wherein the wireless transmitter comprises aninfrared transmitter.
 40. The toy device of claim 38, wherein the thirdsignal includes data indicative of said duration of time.
 41. The toydevice of claim 38, wherein the third signal includes data indicative ofan intensity of the at least one effect.
 42. The toy device of claim 38,wherein the third signal includes data indicative of a type of the atleast one effect.
 43. The toy device of claim 38, wherein the first andsecond motion-sensitive elements comprise tilt sensors.
 44. The toydevice of claim 38, further comprising a proximity sensor capable ofcausing at least one perceptible signal when said proximity sensor iswithin a predetermined distance of a receiver capable of receiving saidthird signal.
 45. The toy device of claim 44, wherein the at least oneeffect is disabled if the proximity sensor is located outside of saidpredetermined distance.
 46. A method of generating control signals foruse in generating one or more effects during interactive game play, saidmethod comprising: sensing with a first motion-sensitive device and asecond motion-sensitive device at least one motion of an object havingan elongated body, wherein said first and second motion-sensitivedevices are disposed within said object; outputting with said firstmotion-sensitive device a first signal indicative of the at least onemotion of said object; outputting with said second motion-sensitivedevice a second signal indicative of the at least one motion of saidobject; determining a duration of time between the outputting of saidfirst signal and the outputting of said second signal; and transmittingat least one wireless signal to a receiver so as to trigger or controlone or more effects, wherein said wireless signal is derived frominformation from said first signal, said second signal and said durationof time.
 47. The method of claim 46, wherein the act of determining isperformed by the receiver.
 48. The method of claim 46, wherein the actof determining is performed by a microprocessor disposed with saidelongated body.
 49. The method of claim 46, wherein an intensity of theone or more effects is indicative of the duration of time.
 50. Themethod of claim 46, wherein a type of the one or more effects isindicative of the duration of time.
 51. The method of claim 46,additionally comprising determining if said elongated body is within apredetermined distance of said receiver.
 52. The method of claim 51,additionally comprising activating circuitry disposed with the elongatedbody when said elongated body is moved from a location outside saidpredetermined distance to a location substantially within saidpredetermined distance.
 53. An interactive play system for simulatingmagical effects, the play system comprising: a wand having an elongatedbody including distal and proximal ends, said wand further comprising alight emitting module configured to output a first signal from at leastone of said distal and proximal ends; at least one display objectcapable of receiving the first signal at arbitrary positions on the atleast one display object; at least one camera directed toward at least aportion of said at least one display object and configured to outputimage data indicative of said arbitrary positions of the first signal;and control circuitry in communication with said at least one camera,wherein said control circuitry is further configured to process saidoutput image data to recognize the arbitrary positions, and wherein saidcontrol circuitry is configured to trigger or control at least oneeffect based on the arbitrary positions.
 54. The interactive play systemof claim 53, wherein the one or more effects comprise movement of the atleast one display object.
 55. The interactive play system of claim 53,wherein the at least one display object comprises a wall.